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Asteroids 2.4 Now Open Source


frizzank

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It must take alot of rocket to put one of these out of LKO.

I tried attaching a rocket to the 20m asteroid. The hardest part is keeping the thrust exactly lined up with the center of mass. Ends up spinning mostly.

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I actually did this with the 50m one I think. the secrete is the fins in the back. Gives it better stability during launch. Also Use the center of mass and center of thrust to help guide your placement. You can also put a lot of rcs thrusters on the thing to insure stability.

BsIDpMU.jpg

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THANK YOU! I can't tell you how much I agree that this is an idiotic idea. We can't agree on funding to go back to the moon or go forward to Mars, but apparently we have the funding for an asteroid lasso?

There are heavy elements in asteroids that are not found readily terrestrially. Elements such as lithium, platinum, and iridium. These are also elements that are becoming more important in our technology driven society. It may be that in order to have any large scale advancement in space we would need to take advantage of those resources. I for one would like the idea of a post scarcity world, where technology is cheap, disposable, and well cheap.

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This mod looks interesting.

OK, I've got the mod installed and I know how to get a rock in the orbit I want by editing my persistent.sfs but I do have a slight problem with preparing my asteroid. I do not want any of the smaller ones, I want a big one. In order to build a base it needs to have at least a few docking ports. And therein lays the problem. Those darn rocks are to big to actually see enough of the exterior in both the SPH and VAB to effectively attach anything to them.

Suggestions are welcome.

(A while ago I saw a mod that lets you 'weld' and 'cut' parts to and from existing vehicles. Sadly I can't remember the name and can't find it.)

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This mod looks interesting.

OK, I've got the mod installed and I know how to get a rock in the orbit I want by editing my persistent.sfs but I do have a slight problem with preparing my asteroid. I do not want any of the smaller ones, I want a big one. In order to build a base it needs to have at least a few docking ports. And therein lays the problem. Those darn rocks are to big to actually see enough of the exterior in both the SPH and VAB to effectively attach anything to them.

Suggestions are welcome.

(A while ago I saw a mod that lets you 'weld' and 'cut' parts to and from existing vehicles. Sadly I can't remember the name and can't find it.)

Hyper edit makes it far easyer to edit the orbits of asteroids in game, without messing with save files.

http://kerbalspaceprogram.com/hyperedit-2/

Also Editor tools allows you to zoom way out in the vab and shb.

http://kerbalspaceprogram.com/editor-extensions/

Remember this mod is a hack, im not actualy adding planetoids to kerbal. Its just a giant part that you can do some stuff with. So all the limitations go along with that.

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I'll give Editor Extensions a try. From your description it will do what I am looking for.

Edit: I downloaded and installed Editor Extensions. Perhaps you were thinking about another version but the one you linked does NOT allow you to zoom out beyond the SPH/VAB walls. All it does is giving more snap angles.

Edited by Tex_NL
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I'm trying to put a command pod on a 600m gravity asteroid. It blows up every time physics loads. Any way to fix this?

That's probably because the asteroids are simulated as parts in KSP. It's the same as if you were moving towards a station, timewarped, and then un-timewarped when your craft was inside it. It basically obliterates your craft and possibly the asteroid if it's crash tolerance isn't high enough.

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That's probably because the asteroids are simulated as parts in KSP. It's the same as if you were moving towards a station, timewarped, and then un-timewarped when your craft was inside it. It basically obliterates your craft and possibly the asteroid if it's crash tolerance isn't high enough.

When I was putting 2 asteroids together, the force was enough to de-orbit one and send the other one on an escape trajectory.

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When I was putting 2 asteroids together, the force was enough to de-orbit one and send the other one on an escape trajectory.

Yea they tend to do that, the small ones work the best as far as stock kerbal is concerned.

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  • 3 weeks later...

Frizzank: do you plan on producing a .21 release or should I just edit my .cfgs to align with the new command pod/SAS system? I imagine they work as is given that they are just dreadfully simple command pods with some fuel capacity.

Love the roids, all in all. Space stations just aren't the same without them. Keep up the nice work.

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  • 1 month later...
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  • 2 weeks later...
  • 3 weeks later...

Testing in .22 right now, ksp is starting up.

I want to use these, so i can add gravity to parts and walk on them in space :o

Added gravity module to stock 1x1 panel

Will post results.

Update:

Yes the asteriods do appear in the .22 science tab, but my game crashed kinda bad.. might have been my own doing however ;)

Well at first there wasnt enough gravity(No i didnt plant that flag, i have decals for the VAB)

78f451f7ee3db9f720689fba7e5e3414.png

Then, there was too much gravity!

470705041e0914958a244662e9c83a72.png

Each part had its own gravity..which was a whole lot..it was wiggling around so much it smacked jeb like a baseball bat.

Edited by KFS
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80bfaed096ad35d4a04d8b4714bbdcde.png

Well heres what i got so far..it works..i had to edit the config down so it worked with the panel..i cant stand yet probably cause i need to tweak the mass a bit or something! But gravity has been acheived on a single panel.

UPDATE:

Attempted to use the asteroids in .22

Turns out they turn into weird..pyramid..rhombus...triangle things!

51914afddb72990d488b8675df3a7498.png

Needs to be fixed before use in .22

Oh and with allllll my messing with configs i was in fact..not able to walk on the panel...

Edited by KFS
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