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  1. RSS-Origin Exclusive add-ons with hundreds of asteroids, comets, moons and overhauls for RSS Brief Introduction Like the title, this mod is basically an expansion for "Real Solar System", and currently it includes following parts: RSS-Origin CelestialsPack, the major part of this mod, which adds plenty of asteroids, asteroid moons, comets, moons of gas/ice giants, dwarf planets, dwarf planet moons, and interstellar objects into real solar system, currently 141 in total. (dozens more in the future) (compatible with Principia) RSS-Origin RSSTexture&TopoRevamp, which overhauls some RSS celestials with more accurate, more realistic and higher res textures and topography. (16k maximum) RSS-Origin JSUNrings, which adds accurate and realistic rings to the 4 gas giants in our solar system. RSS-Origin GalaxyTex, which replaces your skybox with a high-quality Milky Way background. (64k maximum) Since RSS-Origin has a complete documentation on its github repo, more details will not be elaborated here. You can refer to the links below. RSS-Origin's Github More details about RSS-Origin Download Links Installation Guides & Points for attention & Dependencies & Compatibilities Gallery Discord channel in Kopernicus Discord channel in FoxTech Credits Change Log License Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International
  2. Have you thought MPE added too few NKOs? Near-Kerbin Objects adds three new Near-Kerbin asteroids of the Kerballo (Apollo), Kerbin (Aten), and Kerbina (Atira) types, complementing Edas' Kerbor (Amor) type. Bodies list: Kret - A quasi-satellite of Kerbin Phaekav - A Kerbina asteroid orbiting between Moho, Eve, and Kerbin Neb - A potentially hazardous Kerballo asteroid Spoilers: Download here!: https://spacedock.info/mod/3451/Near-Kerbin Objects NOTE: Requires Niako's Kopernicus Utilities License: MIT
  3. So I've got quite a few mods that add resources of their own, w/ some being only on asteroids (Graviolium, for example), and I was wondering... how do you guys deal with the massive number of the different resource types? My solution was a mining vessel w/ 16 docking ports and an EL setup that would allow me to autonomously build vessels (Orbital construction docks placed on the mining vessel itself), and use that to build some vessels with resource storage if needed. Then, I was planning on transporting those resources to orbital resource depots placed probably between the Mun and Minmus, with each depot being separated by ~1000 km of height. I was also thinking to store Ore, LFO, monoprop, and other fuels at one depot, metals at another, and other resources (Water, dirt, etc.) at another depot, but I think there might be a better way to do this? Any thoughts?
  4. Today, our 2 brave kerbonauts Bob'nd Bill (I like how that sounds ), performed their first rendez-vous with a class-A D.S.P. (Deep Space Pebble). Mission control said to be very careful and respect to the letter interstellar security protocoles about such things as "contamination", "radiation", "collision", "death", and certainly not attempt any EVA activities. Bob took good notes of that, and consequently proceeded to immediatly venture into space, incapable he was resisting the scientific appeal of the Deep Space Pebble... And Bill even managed to take a nice shot of Bob, the spacecraft, the pebble, Kerbin and even the Mun in the background ! Sure it'll be on the tomorow's Kerbal Space Gazette front page ! Indeed Bill noticed Bob was starting to get greener and to glow slightly, as he stayed near the asteroid. Also he observed that after Bob took a sample from its surface and tasted it (for scientific motivations of course), his eyes were eventually widening open with a constant big smiling face. He tought this wasn't safe, but said nothing since he never saw Bob so fulfilled. They were 4 hours from kerbin reentry, and sadly they didn't have any means of saving the Rock from colliding into Kerbin's atmosphere, which made Bob feel very sad, as he already sensed that a certain mutual relationship started growing between him and his beloved space dust aggregate. And so it all ended in fire. the Deep Space Pebble was absorbed by Kerbin. And Bob, desperate, jealously kept his unique sample jar for himself. He would never tell to the R&D guys. But the next day, he noticed the air "tasted" different... And indeed all the kerbals of Kerbin displayed a slight and constant smile, on their slightly greener faces... His pebble was in the air, everywhere and forever. Bob was feeling better. Later the same day, Mission Control made an announcement : "D.S.P. of class I - Gargantuan class - spotted 354 Mm of Kerbin, ETA in Kerbin's SOI 15 days, start preparing for rendez-vous and redirect mission procedure." Bob's heart started pounding...
  5. I've heard that the magic's boulder code may still be in the game but can't be loaded due to changes made to the game after it was added. If this is true, where is it's coding in the game, and, more importantly, is it possible to bring it back by changing it's data?
  6. https://www.nasaspaceflight.com/2018/06/hayabusa2-asteroid-ryugu-sample-return/ The Japanese Hayabusa 2 spacecraft arrives on the 27th
  7. Pandemon, a gas giant in @StarCrusher96's Galaxies Unbound. Screenshot by @ballisticfox0 A handful of separate ideas with roughly the same intention. Since JNSQ, other planet mods have picked up and featured a grain effect in their ringed planets' rings. But quite a few months have passed now and nothing has turned up that tries to bring substance to Kopernicus rings. There is one solution that can be done and that's simply to create an asteroid field that clips the ring, but it's far from impressive, and has no option for balancing abundance (when you want asteroids) and performance (when you don't want them-- when you're in every situation other than actively cruising through rings). So here are my ideas (well, not entirely mine, or grown with input from others) for ring matter solutions, or for features that can be rolled together for one complex, feature rich solution: Localized Dense Debris The main feature, with similarities to the stock asteroid spawner and the ground scatter loader. Here, when you approach a detailed ring, rocks of various sizes (and adjustable colors and resource configurations, see: Custom Asteroids mod) spawn. These rocks are basically parts and they have their own size class system, and size curves just like stock. However, they have their own physics range. They will load in (without physics) at 15km or further, but only have physics at the basic 150m roughly. They can and will be spawned with great density by default, and so, will have many orbits for KSP to track and will take a bite out of performance. However, they only persist until they leave their physics range or will persist permanently if you interact with them, just like when you go to the Tracking Station and start tracking an unknown object, making it a known asteroid. Once you're far enough from the field, they all despawn, except the ones you chose to keep, and KSP no longer carries their weight. Ideally, this spawner should be able to accept single parts and even craft files (mostly for the purpose of spawning multi-part asteroids that can break up if you happen to ram into them, but also for the secondary purpose of sneaking in alien artefacts or a new breed of magic boulder-- the parts for these would need to be hidden from the VAB and R&D). Science-able ones would have their own unique experiment module in them and you could use these like usual-- a new opportunity for science gameplay. Space Dust (yes, this is a play on Nertea's mod) Kopernicus rings are basically 2D. Rings can be wide and tall/thick, not just wide and flat, which makes for the opportunity to add some meat to black hole accretion disks, proto-system dust disks, and settled planetary rings that are mostly pebbles and droplets (like, say, the rings of Jupiter and Uranus?). In comes basically the EVE volumetric clouds effect, just for that feeling of stealth (or being blinded) while cruising through a dusty ring. The haze effect could partially be helped by a translucent square that's near to, and covers the camera to potentially reduce the need for particles when inside an especially volumetric ring. This would pair absolutely well with Nertea's mod and add wow factor to harvesting belts and rings. Luminance/Emissive should also be available, which would add to the immersion of passing through a fiery disc around a black hole or proto-star. Impact Hazards This leads back to my complex idea for environmental hazards, titled Structural Integrity. If nothing else, there ought to at least be the danger of crashing into pebbles at great speed and breaking stuff off, forcing the player to armor their ship or plan in advance to go around the rings or through their larger gaps and never through the opque regions.
  8. Brief Deep Sky (a sci-fantasy, far future agency... mine) would like to test the muscle of any agency capable of producing interstellar class ships. The challenge: To gather at least 2 super-heavy asteroids in orbit of either the homeworld or whatever celestial body that your space program doesn't mind performing full industrial exploitation of. The asteroids are presumed to be rich with 1 or more rare resources that won't easily, or at all, be found in the surfaces of most planets. This challenge is of the sort "something for you to do and use for progression" and is not "a comparison of ships built with the same parts/performance" so you will find generous limits on part mods. In fact... this should simply be impossible to do without part mods. If you wish, you may emulate this as a contract in a career game with the following specs (as a baseline anyway. Tune them as you see fit): +1 million investment +/- 5 times the invest amount if you succeed or fail +/- 30 if you succeed or fail Mission Reporting Provide at least these details of the vessel(s) you use: Ship dry mass, wet mass, propellants, launch cost. Mission start time, elapsed time, per asteroid, and total mission time. If you use one ship for all asteroids, then idle time between pursuing asteroids counts. Less time is better. Mass of each asteroid at the time of capture; Mass after you used out whatever necessary resource(s) to fuel your ship and parked the asteroid. Screenshots or video highly recommened but not required. (Honesty is key.) Mission Unique Bonus Participation (Anyone can get this) Big Daddy ISRU Program (A): Use the Ore to produce propellants other than <any stock resource> or LqdHydrogen. Big Daddy ISRU Program (B): Use resources other than Ore to produce your propellants. (You must keep all the Ore. The rest of your space program will find use for it.) Champion (Only one can get this) We run on efficiency!: Use the least average asteroid resource out of all the space programs. (Does not count if you rely heavily on gravity assists. We want those asteroids within the next decade at most, not next century.) No order is too tall: Bring the most asteroids. Rules You must be using a planet pack that makes asteroids wider and heavier. Known packs allowed: Galaxies Unbound JNSQ Whirligig World RSS HyperEdit, VesselMover and other obvious cheat tools not allowed, obviously. No restriction on part mods (except for propulsion systems). Propulsion system mods allowed: KSPI-E OPT Continued (for its Dark Drive) Far Future Technologies (especially with "Calvin's patch" or equivalent, that buffs their Isp's so that they're properly interstellar grade) Karbonite Plus (for Karborundum) MEV Heavy Industries Interstellar Technologies Propulsion mods and techniques disallowed: Wormholes, Jump gates or (other) FTL tech Anything resembling EM Drive, GN Drive, or other self-fueling/infinitely fueled engine Anything that causes engines to be infinitely fueled (I know of mods that contain "fuel cells" and "generators" that produce fuel, Ore or EelectricCharge for practically no cost) Any obviously extremely imbalanced or "sandbox fun" propulsion mod Goals / Points +1 for basic finish +3 if you bring a 3rd asteroid +2 for each asteroid (after 3) that you bring +1 if the target body has > 1g +1 if the target body has > 2g +5 if you use one ship and don't do parallel missions Un-scaled Asteroids If you would like to attempt this challenge without the asteroid sizing then the requirements are as follows: You must bring home 3 E-sized asteroids. Goal changes: +3 if you bring home 5 asteroids +1 for each asteroid (after 5) that you bring
  9. I'm just curious, since I have a few asteroids that I've mined, but I don't know what I should do with them
  10. If I get an asteroid to the surface of Kerbin and recover the vessel in career mode, how many funds will I get? I am planing to get a tiny asteroid, because it's the easiest to get to kerbin.
  11. One day when I went out to launch a satellite, I found an asteroid rushing towards the earth all the way... Launch an interceptor and destroy it decisively√ (To tell a horror story, the asteroid in KSP has a crash speed, which may be 3000m/s (Tell another horror story, after the asteroid is destroyed, it will disappear directly... In the real solar system, this kind of little guy of about 4000dv can only deploy in the Earth-Moon system, and generally can only intercept asteroids that hit the ground for 120 hours. The long-range asteroid redirection mission must be done as a serious aerospace project. Original video is embeded with Chinese subtitle on bilibili, I translate it and upload to youtube. https://www.bilibili.com/video/BV1EZ4y1g79m
  12. I'm planning my first asteroid capture mission, and (without having played the tutorial mission) I got curious to learn how much fuel and thrust I would need to put on the capture vessel in order to bring the asteroid into a useful orbit around Kerbin. I spent a lot of time trying to learn something about it, and thought I would share. I would really love to hear your thoughts and feedback! The lovely little space rock I have in mind to make my own is one SDD-569, a class A asteroid. SDD-569 is approaching Kerbin for a leisurely flyby at a periapsis of ~2,079 km, well inside the orbit of the Mun. This puts SDD-569 into a sharply looping orbit around the planet, before it flies back out into parts unknown. I'd like to drag the asteroid into a circular orbit, and then bring it down to about 500 km for future research and exploitation. Can we calculate how fast is SDD-569 going with respect to Kerbin, based on what we already know? Since energy is always conserved, the total kinetic energy for a given object (from orbital speed) plus its potential energy (from gravity) never changes. The relationship of kinetic energy to velocity is a consequence of Newton's third law: In other words, for a constant mass, v2 is a measure of kinetic energy. The vis-viva equation describes the conservation of energy for a small body orbiting a much larger one: GM, also known sometimes as μ, as is Kerbin's gravitational parameter, which the KSP wiki reports is 3.5316 x 1012 m3/s2. This parameter is the product of the gravitational constant of the universe with Kerbin's mass, which is effectively constant. a is the semi-major axis of the orbit as measured from the center of the celestial body. Kerbin's radius is 600km, so we add that to the altitude of SDD-569 at periapsis to give a = 2,679km. r is the distance between the two objects at a given time. An object moving fast enough to escape Kerbin's gravity is in an orbit with a semi-major axis that is effectively infinite. At periapsis, this simplifies the vis-viva equation to describe the kinetic energy that an object must have in order to overcome Kerbin's gravity from a given distance r: In other words, escape speed from Kerbin orbit at the moment of periapsis (r = 2,679km) is ve = 1,623 m/s. But since SDD-569 is tracing a hyperbolic (i.e. open) trajectory through Kerbin's SoI, it must be traveling faster than this, or else it would be captured. How much faster? Consider the other extreme case of the vis-viva relation, where the asteroid has shot past Kerbin and the distance r between them trends towards an infinite apoapsis. Setting r =∞ in the vis-viva equation tells us how fast the object is still going at that point, which is called its hyperbolic excess velocity: (where μ = GM) So for the flyby of SDD-569, the hyperbolic excess velocity is v∞ = 1,148 m/s. This characteristic energy is over and above the energy needed to escape Kerbin's SoI from that distance, so the total energy possessed by SDD-569 relative to Kerbin at periapsis is: This gives a total velocity for SDD-569 relative to Kerbin at periapsis of 1,988 m/s! By how much do we need to reduce this so that it drops into a nice 2Mm circular orbit from periapsis? In a circular orbit, the distance between the two objects r and the orbital radius a are always the same. Thus the orbital velocity is: Not coincidentally, this is the same as its hyperbolic excess velocity, because r = a. So at r = 2,679km, an object in a circular orbit around Kerbin travels at 1,148 m/s. So, to get SDD-569 into a circular orbit from its flyby periapsis, we need to bleed off Δv = 840 m/s. To then bring SDD-569 down to a more convenient altitude of 500km, we would do a Hohmann transfer, which can be calculated with the standard formula, and works out to another 614m/s Δv to descend to a 500km circular orbit, for a total of 1,454 m/s. What’s more, the spacecraft sent to capture SDD-569 needs to match orbits with the asteroid in order rendezvous. That means that if the spacecraft starts from, say, 500km above Kerbin, it will need to expend that much to get to the asteroid in the first place. So, starting from a 500km orbit around Kerbin, the total Δv budget for this mission is 2,909 m/s. Next up: Asteroid capture planning, part 2: How much fuel do we need to bring? Mission to SDD-569: Where the rubber meets the regolith! Did I get this right? If you have feedback or ideas, I would love to hear them!
  13. yesterday i was trying to find a massive asteroid to build a base on but couldn't find any good ones. i tried finding ways to create one but couldn't so now I'm wondering if it would be possible to create a add on that lets you spawn them in and choose shapes/sizes and texture. after thinking about that i also thought it would be nice to be able to spawn in planets and suns and possibly even solar systems. If i could do all of those things could it be possible to add textures/models to spawn in so i could have a cow shaped asteroid. and if all of this is possible how hard would it be to create a mod? i wrote this in 2 minutes please don't yell at me for the grammar.
  14. I'm on console(ps4pro) and can't figure out how to track the unknown objects. I know they are asteroids and after watching a couple of YouTubers bring them into orbit I decided I want to try that but I can't seem to track them. Their orbits will not show up. I saw a similar post that said click the blue track button in the bottom left corner but I have no button like that. How do I get their orbits to appear on the tracking station so I know where to rendezvous with them?
  15. Says harvest asteroid, but there is no gain in ores, even with time warp. any ideas? Thanks.
  16. A couple of days ago, The tracking station at the Kerbal Space Center has detected an asteroid that is on a collision course with Kerbin. Although it is no bigger than a class "C", which is not an "Extinction Event Class", it is big enough to cause mass devastation in the southern regions of Kerbin, where it is headed. Unfortunately, this asteroid (informally named "Rider of the Karmageddon") was detected when it already entered the sphere of Kerbin's influence, which meant that due to the current level of technology, the U.K.R.S.A cannot intercept the asteroid. Furthermore, the current tracking technology forbids us to accurately calculate the place where the asteroid will impact, and it will take a lot of time and effort to evacuate the whole southern region. So we decided to keep this a secret until we come up with a plan to remove this threat. This is why I am writing this topic. I need your help to tackle this threat with any legal means possible. Here is all the data we know. - The asteroid is in a highly eccentric trajectory, which is on a collision course with Kerbin. This diagram represents the trajectory of the asteroid: *not to scale - The asteroid has passed its Ap - It is headed for the southern region, coming from the down from the south pole. - It is estimated that the steroid will hit in a matter of days. Mission Objective: Eliminate the threat without cheats or "OP" mods like warp drives etc. Here is a save file for the challenge: https://protect-eu.mimecast.com/s/lRzzCANODiywPktGY2IP?domain=dropbox.com
  17. THIS IS NOT ANOTHER VERSION OF CUSTOM ASTEROIDS. IT IS COPYRIGHTED AND I DON'T KNOW HOW TO CODE LIKE THAT. Hey all, this is my first mod. It's a planet pack that I have been working on for the past few days. I created it because I noticed the lack in mods that provide smaller celestial bodies in the Kerbol System. It adds a few small rocks similar to Gilly, Bop and Minmus (A few smaller!). It will attempt to provide you the gamer with greater challenge. Sorry of the lack of info, I did this in a rush. REQUIRED MODS: Kopernicus Module Manager SUGGESTED MODS: Outer Planets Mod Trans-Keptunian (Look at the final post, it is a version that works with 1.3.0+) What ever mods help you transverse the Kerbol System Pics: Plans: Another asteroid for Eve Moho asteroid Comets Rogue comets and asteroids for extremely experience players Trojans Trans-Neptunian objects (like TK, but different) Capabilities with OPM + TK and maybe KSS and GPP. This is unlikely, as I plan to make more planet packs. Make some Dres-like bodies, not weirdly shaped. Download © CC-ND-SA-DC
  18. This is a mod that makes a binary asteroid system near Dres' orbit out of Pol and Bop. (Obviously not compatible with a Jool V save.) They orbit each other at a realistic speed too! Download
  19. I got three heliocentric satellites with SENTINEL Infrared Telescopes on them for tracking asteroids near Kerbin, but I only can see on the map several fancy interrogative signs and the class of the asteroids around the planet. How can I see the orbital trajectory of this objects and how do I reach them? Thanks.
  20. ReMeMber the KANTERBURY ! Ice Hauler from The Expanse; Stock Kerbalified. Oye Beratnas, Kanterbury be chowing A'rocks all cycle long. The SAS is pomang kaka so use your RCS for fine navigation, sass? Kewe to pensa? For the Earthers: This is a sort-of-replica-what-I-call-Kerbalified-version of the Pur'n'Kleen Ice Hauler Canterbury, from the series "The Expanse". While it's designed to look (nearly, but not quite unentirely) like the ship its based on, it is at The Expense of making the thing work reasonably efficiently in KSP. So, part count is a low, low 200 It's those damnable RCS ports. I've kept everything else to a minimum to keep that count down; there's plenty of room for improvements on this vessel if you've got a computer to handle it. This thing will probably accommodate at least four Class A 'roids, maybe even six but for now there's just two grabbers. With the launcher this comes in at pretty hefty 372 parts. Fortunately by orbit you'll have ditched 172 of them. Mechjeb can get this thing to a circular 250km orbit without too many issues, though you will need to help steer the nose to the correct heading a little if it starts to tilt away from it. Don't forget to 'Control from here' on the command core (as pictured) before launch! CONTROLS AG1 Toggle Clamps AG2 Toggle Drill AG3 Toggle Drill Harvesting AG4 Toggle Solar Panels DOWNLOAD Kanterbury.craft 238Kb DOWNLOAD (craft with launcher) KanterburyLauncher.craft 459Kb Have fun, oyedeng!
  21. I've had this idea that I was sure would have been brought up already, but I have been unable to find any indication of this. We all know that asteroids in KSP have no gravity, that is to say that they are treated like any other ship part, and just float around inside the physics sphere. We also know it would be very difficult both to create a mod, and for that mod to run computationally, that would add some sort of S.O.I to them. However, in the modding community we like to take ideas that are difficult, and sufficiently abstract them so that we can make a reasonable mod for it. What if instead of giving them an SOI and everything, we just implement the already existing magnetic attraction mechanic used by docking ports? Just turn the force way down, and make it attract all ship parts. I don't know, as I am not a programmer, but it occurs to me that this may end up being very CPU intensive, so it could be perhaps just magnetic to a list of part types; such as anything that is a command pod, engine, landing leg, claw or other asteroid. This way you can "Land" on asteroids, and you can build large clumps of asteroids (space dust bunnies anyone?) if not actually orbit. And who knows, perhaps there are stable orbits that you could find with the right force level set (I'm thinking it would need to be very low). Thoughts? Ping: @linuxgurugamer @Snark, because I'm hoping if this is a bad idea, one of you guys could easily see why.
  22. Hello rocketeer ! A few days ago I landed an asteroid and set up 4 rover connected between them and to the asteroid : 1 for electricity, 1 for cooling, one for storing ore & convert it and the last one for my 5 star engineer & the drills. But seems like I can't mine it.. The drills only ask for surface harvester but nothing for asteroid case.. Here's some screenshots for a better understanding of my situation : https://imgur.com/a/5n4ig
  23. Hey people, I'm having a problem where when I orbit my own made planet, I explode immediately. When I zoom out I see I'm inside the planet. Does anybody know what could cause this? Or could anybody take a look at the config? Here is my config: @Kopernicus:AFTER[Kopernicus] { Body { name = Narai cacheFile = Systended/Cache/narai.bin Template { name = Gilly removePQSMods = PQSLandControl, VertexSimplexNoiseColor } Orbit { referenceBody = Sera inclination = -3 eccentricity = 0.1 semiMajorAxis = 17355380 longitudeOfAscendingNode = 0 argumentOfPeriapsis = 213 meanAnomalyAtEpoch = 0 epoch = 0 color = RGBA(190,190,24,255) } Properties { description = test radius = 21000 geeASL = 0.014 albedo = 0.10 timewarpAltitudeLimits = 0 12000 12000 12000 24000 50000 100000 120000 ScienceValues { landedDataValue = 9 splashedDataValue = 0 inSpaceLowDataValue = 8 inSpaceHighDataValue = 7 recoveryValue = 7 spaceAltitudeThreshold = 10000 } } ScaledVersion { Material { texture = Systended/SeraSys/Narai/Textures/color normals = Systended/SeraSys/Narai/Textures/normal } } PQS { maxQuadLengthsPerFrame = 0.03 minLevel = 2 maxLevel = 6 minDetailDistance = 8 Mods { VertexHeightMap { map = Systended/SeraSys/Narai/PluginData/height.png offset = 0 deformity = 3000 scaleDeformityByRadius = false order = 19 enabled = true } VertexSimplexHeightAbsolute { name = Base seed = 324 deformity = 10000 octaves = 3 persistence = 0.75 frequency = 0.5 enabled = true order = 5 } VertexSimplexHeightAbsolute { name = Base1 seed = 213 deformity = 5000 octaves = 9 persistence = 0.5 frequency = 1 enabled = true order = 10 } VertexHeightNoise { noiseType = RiggedMultifractal deformity = 250 seed = 432 frequency = 1.5 lacunarity = 2.5 persistence = 0.5 octaves = 5 mode = Low enabled = true order = 2 } VertexSimplexNoiseColor { seed = 48 blend = 1.0 colorStart = 0.3608921,0.3146067,0.2806623,1 colorEnd = 0.2191011,0.1553269,0.1043975,1 octaves = 8 persistence = 0.5 frequency = 1 enabled = true order = 50 } } } } } Thank you.
  24. A new asteroid spawns, with the perfect orbital parameters to flyby Kerbin, maybe even touch the atmosphere or hit Kerbin itself! The end of Kerbalkind approaches, while the player on the other hand is trying to build a ridiculous tree swing on one of the Mun arches... I am looking for a mod which will add a contract for every asteroid that is on a near pass trajectory with Kerbin. These contracts get completed once the Asteroids trajectory is no longer a threat. It should be simple: - Default: If you don't want to do it, then just don't take these contracts. If you do take them, you get the usual penalty for canceling them etc. - Hard: These contracts are forced upon you, there is no backing out. Long term time-warping will be a real problem this way, but to each his own. Maybe you HAVE to leave a kerbal behind on each asteroid, their name changing to Bruce Willis for a moment
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