Aknar Posted November 27, 2013 Share Posted November 27, 2013 Isn't that just the core? try zooming out a bunch. Haven't used this mod in ages though so discard what I say if you know it's wrong. Also, tweaking gravity is probably not gonna do it, to make him stand up on the platform. It does the same on kerbin if your in a boat. You would need to change value to "landed" for the kerbal to be able to stand up. Try looking through the sea-sickness cure mod: http://kerbalspaceprogram.com/sea-sickness-cure/ It's the same principle although the circumstances and environment are different. See if you can get an idea or two on how to make it work for this. Link to comment Share on other sites More sharing options...
KFS Posted November 30, 2013 Share Posted November 30, 2013 (edited) See if you can get an idea or two on how to make it work for this.Well i know there is a mod that allows one to EVA and grab a parachute from a box, and then be able to eject from the ship youre in and use that parachute..to save yourself, its by vanguard technologies, ive modded the config for it a little bit so instead of giving me parachutes..it gives me "gravity boots"....This is what im attempting.. MODULE { name = ModuleKrEquipKerbal //amount of boots! count = 5 //max equip distance range = 1 //somewhat self-explainatory guiName = Equip BOOTS! MODULE { name = SeaSicknessCure debug_menu = false nudging = true } }Lets see what happens! Edit: No effect Edited November 30, 2013 by KFS Link to comment Share on other sites More sharing options...
frizzank Posted November 30, 2013 Author Share Posted November 30, 2013 The gravity is a hack, its not really applying gravity from the game or giving it a SOI. All its doing is using a simple formula to calculate gravity at a distance and then it applies that force to ALL the parts near it. Also all of the mass is calculated from the center of the parts. So a huge asteroid has the same angular momentum as a peanut with the same mass. Thats why its so easy to rotate. The pyramid thing your seeing is a debug mesh I used to make sure the supper large ones could be moved around in the VAB. The camera spawns inside the asteroid and if you don't zoom out you see that.If you time warp it breaks. If you try landing on it and doing anything complex it breaks.If you hit it harder than a drunk chipmunk it breaks. I would love for someone to turn these into real functioning asteroids in the game. Real asteroids of this size would have a gravitational pull so small you would not even notice it. Link to comment Share on other sites More sharing options...
Aknar Posted November 30, 2013 Share Posted November 30, 2013 MODULE { name = ModuleKrEquipKerbal //amount of boots! count = 5 //max equip distance range = 1 //somewhat self-explainatory guiName = Equip BOOTS! MODULE { name = SeaSicknessCure debug_menu = false nudging = true } }Your giving SeaSicknessCure to the boots? I don't think this has much chance of working since I believe it only changes the status to "landed" and can only apply to kerbals themselves, but give it a go. There needs to be sufficient gravity as well or it won't work... With this method, the only way I see it working is if you manage to put gravity on the boots, so that the Kerbal would have slight gravity. Frizzank: Looking through Krag's planet factory's files would indeed be a good idea. I'm still hoping you'll be the first to bring us an asteroid belt. Link to comment Share on other sites More sharing options...
Commissioner Tadpole Posted November 30, 2013 Share Posted November 30, 2013 I'd download this, but I'm afraid it might kill my alterady-not-too-great computer performance while running KSP. Especially during a match of KMP. Link to comment Share on other sites More sharing options...
KFS Posted December 1, 2013 Share Posted December 1, 2013 Your giving SeaSicknessCure to the boots?The "boots" are not really anything at the moment, the Parachute box is designed to equip a Kerbal with whatever module is inside the parachute box. I attempted to have it so when they go to the parachute box, they are given the seasickness cure on themselves instead of having it be on a part of the ship where you could walk on, it did nothing, but an interesting experiment. Looks like custom modules need to be made. Link to comment Share on other sites More sharing options...
Aknar Posted December 1, 2013 Share Posted December 1, 2013 It can't do a thing if nothing has gravity to pull the kerbal in and give him an orientation. If you managed to give gravity to the kerbal, it just might work. Link to comment Share on other sites More sharing options...
frizzank Posted December 3, 2013 Author Share Posted December 3, 2013 http://forum.kerbalspaceprogram.com/threads/60318-Krags-PlanetFactoryadding actual planets! Link to comment Share on other sites More sharing options...
Z3R0_0NL1N3 Posted January 21, 2014 Share Posted January 21, 2014 Is there a way to add these as planets like Planet Factory did? Link to comment Share on other sites More sharing options...
frizzank Posted January 21, 2014 Author Share Posted January 21, 2014 No, mine are models that I imported as parts, the planet creation tools work differently. You could make small planets and give them a rocky texture and put them in a sort of asteroid belt. Link to comment Share on other sites More sharing options...
NathanKell Posted January 22, 2014 Share Posted January 22, 2014 If you get the models in krag's bin format and disable PQS, then these could be used in PF, yeah. Link to comment Share on other sites More sharing options...
LostElement Posted January 22, 2014 Share Posted January 22, 2014 Pffft why boosters just use hyper edit! Link to comment Share on other sites More sharing options...
Jupiter02 Posted January 30, 2014 Share Posted January 30, 2014 no 0.23? Link to comment Share on other sites More sharing options...
Sirius Celestia Posted January 31, 2014 Share Posted January 31, 2014 Hm i love this mod. is it work for 0.22 or 0.23? Link to comment Share on other sites More sharing options...
frizzank Posted January 31, 2014 Author Share Posted January 31, 2014 It has some bugs, I will fix them and re-post an updated version. Also I will combine the reused textures so it will have a smaller memory footprint. Link to comment Share on other sites More sharing options...
Zuni Posted February 1, 2014 Share Posted February 1, 2014 (edited) It mostly works in 0.23. The gravity asteroids swell when you mouse over them. And why does the asteroid have a 3-kerbal capacity?Love the mod! Do not give up on it!Do the asteroids have Kethane? It would be really useful if I could mine Kethane from my pet asteroid to fuel my electric generators. Edited February 1, 2014 by Zuni Link to comment Share on other sites More sharing options...
frizzank Posted February 1, 2014 Author Share Posted February 1, 2014 yes they do have kethane Link to comment Share on other sites More sharing options...
Zuni Posted February 1, 2014 Share Posted February 1, 2014 Great. Now to figure out how to MINE kethane. Still can't do it...http://forum.kerbalspaceprogram.com/entries/1282-Download-Worthy-Parts-Plugins Link to comment Share on other sites More sharing options...
knowingerty Posted February 1, 2014 Share Posted February 1, 2014 This is an awesome mod or orbital refuel stations or weapons of mass destruction things. Link to comment Share on other sites More sharing options...
Rainbowtrout Posted February 1, 2014 Share Posted February 1, 2014 Ooh, this seems fun. Link to comment Share on other sites More sharing options...
Initar Posted February 1, 2014 Share Posted February 1, 2014 Kerbal devs announced they are working on asteroids in a partnership with NASA to promote their future mission.Send them your models! Even if your mod gets useless, there will still be a trace of your work. It deserves it i think. Link to comment Share on other sites More sharing options...
frizzank Posted February 1, 2014 Author Share Posted February 1, 2014 (edited) Great. Now to figure out how to MINE kethane. Still can't do it...http://forum.kerbalspaceprogram.com/entries/1282-Download-Worthy-Parts-PluginsIf you use kerbal Attachment System you can anchor your drills to the asteroid and mine it. Or you can put a docking port on them and do it that way. Edited February 2, 2014 by frizzank Link to comment Share on other sites More sharing options...
Vladthemad Posted February 2, 2014 Share Posted February 2, 2014 Regarding the parts blowing up to fill your FOV in the VAB, I saw a mod somewhere that added descriptions to parts without them. It stated that things without them do what your asteroids do...maybe that's the issue? I'd post a link, but of course I can't seem to find said mod...derp. Link to comment Share on other sites More sharing options...
frizzank Posted February 2, 2014 Author Share Posted February 2, 2014 From my testing its when a part has all 3 fuel sources but no rocket or RCS module attached to them, I added a 0 thrust rcs module to fix it... will post update soon.. Link to comment Share on other sites More sharing options...
frizzank Posted February 2, 2014 Author Share Posted February 2, 2014 Now up on spaceportVersion 2.40Change Log.Works with .23 better. Re-exported the asteroids to re-use each texture. now 16mb instead of 60mb. You must delete the old one first. I will break your saves, so if you dont want that use the old one.All are probes now so they can launch by themselves.Install instructions -Delete the old version of FASA Asteroids first.Unzip the folderCopy GameData and saves to your main KSP directorySave game file "FASA_Asteroids" has asteroids already in orbit.Or use Hyperedit http://kerbalspaceprogram.com/hyperedit/ or some other mod to launch your own.Gravity on asteroids is a hack and will not function during time warp. If you want ships to stick to them during time warp you must dock with them.If you want to remove it. Open up the .cfg with at text editor.Delete the section at the end of the .cfg that looks like thisMODULE{ name = ARGravitatingPart radius = 20 geesAtRadius = 0.01 deployedMass = 5000 gravitateWhileCommandable = true gForceMulti = 0.775 atmDragMulti = 0.3 //25} Link to comment Share on other sites More sharing options...
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