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Starstrider42

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Everything posted by Starstrider42

  1. 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.
  2. 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?
  3. 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.
  4. 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.
  5. 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.
  6. 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).
  7. 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?
  8. 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!
  9. 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.
  10. 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 /?
  11. *Looks up RSS files* Indeed, the new config looks pretty minimal. Maybe they changed their mind after @NathanKell told me they were dropping CA.
  12. @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.
  13. 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.
  14. 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?
  15. 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!
  16. 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?
  17. Yes, that asteroid pack is incompatible with OPM and pretty much any other mod that adds planets beyond Jool. I and at least one other player submitted an OPM-compatible version to CaptRobau, but it doesn't look like they're planning to include either. Thanks for clearing up that bug report; now that you've told me OPM needs to be installed I can reproduce it. Unfortunately, since I'm pretty sure I have my conflicts statement set up correctly, the "unhandled exception error with unrelated mod" bit seems to be a bug in CKAN itself. You might take it up with them.
  18. The "cube" stuff is not what you're looking for -- it's a dummy object that's normally buried deep inside the asteroid. The surface is a PQSMod (like those used for planetary surfaces), and AFAIK the asteroid "texture" is a blend of several texture files as dictated by the PQS. Unfortunately, Thomas P. says that the asteroid's PQS is much harder to work with than the planetary equivalent: xEvilReeperx did propose a hackier solution earlier in the same thread, though I have no idea whether it will work on recent versions of KSP. That might be what you're looking for, @Angel-125.
  19. Version 1.4.1 is up. This patch improves exception messages for bad configs in response to @Geschosskopf's and @strideknight's bug reports. Messages will show the problematic input or orbital element, wherever possible, and will always give the name of the asteroid group that caused the error. As always, get it from SpaceDock, Curse, Github, or CKAN.
  20. 1) As I mentioned above, I'm giving up on messing with asteroid mesh generation for the moment. If you mean hand-made models, then no, I'm not planning to do it (I know nothing about part modelling), but you can get the same effect by creating an asteroid part that has whatever model you like, then registering it in an asteroidTypes block. Only problem with that approach is that such an asteroid would ignore the A-E size class, and that can be worked around once asteroid groups let you specify their size distribution. 2) No, that will create a population of asteroids with lots of high-inclination orbits, but not aligned with Kerbin's orbital plane. You want to use CustomAsteroidPlanes for that; you can find an example in my old RSS config. If you set defaultRef, you won't need to make any changes to individual asteroid sets.
  21. I've returned, bearing gifts! ... or at least peace offerings. My KSP hiatus took a bit longer than intended, but I finally managed to track down all the stuff that KSP 1.2 broke. Custom Asteroids 1.4 is now available from GitHub, KerbalStuff, Curseforge, or CKAN. This version doesn't have fixes for the new issues posted on this thread over the last few months, though I hope I'll be able to get to them and release version 1.4.1 within the next few weeks. Fancy new features will happen if and when time permits. In particular, I'm shelving plans to give carbonaceous/metallic/icy asteroids their own textures indefinitely -- my attempts to get that working took up months of dev time last year with no results to show for it. I may revisit textures when I run out of features that have actually been requested.
  22. Ok, I got a chance to try out KSP 1.2 yesterday... and things are a mess. Squad's big cleanup was actually worse for Custom Asteroids compatibility than the much-hyped Unity switch in KSP 1.1. I've fixed the most obvious problems, but there are at least two issues outstanding: The stock spawner has a 50-50 chance of creating a (non-Custom Asteroids) asteroid before it gets shut down. KSP randomness being what it is, this bug is machine-dependent -- either it always happens on your computer, or it never happens. One of the API changes breaks a fix for a sneaky bug involving inclined planetary systems. I've guessed at what the new code should be, but I haven't had time to test it. I can't assume these are the only two problems, though, so I don't feel comfortable releasing a new version of Custom Asteroids until I've had a chance to thoroughly test everything. And I know I won't have a chance to do that in the next two weeks. So, I'm going to break my promise -- there will not be a Custom Asteroids release until I can get back to full-time modding. Sorry for the bad news, everyone.
  23. Hi all, sorry for the month of silence. Unfortunately, RL stuff is taking longer to resolve than I expected, and I won't be able to return to KSP until late November at the earliest. I'll try to test the existing CA build for compatibility with KSP 1.2 Soon™. And now, for belated bug replies: I'll have to improve the exception messages (including the group name), but if those numbers are distances (around 5400 km from body center) then that's not one of my asteroid configs. Maybe OPM, but I haven't seen error messages from there... do you have any other mods that add rings or moons? That is weird, and I suspect you'll have to talk to the CKAN people. I can't imagine why Space Ponies would give a conflict. When you get a mod showing up in the installed/all/incompatible lists, does it say what the conflict is? The Outer stock config is marked as incompatible with a bunch of planet packs that put planets beyond Jool, so if CKAN thinks one of those is installed or being installed... It's not yet possible, but you're not the first to request it. I'll see what I can do once I have time for development.
  24. AFAIK RSS is no longer supporting Custom Asteroids , but you can find an unfinished RSS config at https://github.com/Starstrider42/RealSolarSystem/blob/master/GameData/RealSolarSystem/Compatibility/CustomAsteroids.cfg. As for Saturn's rings, I believe Outer Planets Mod has some configs for ring moonlets.
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