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ARM vs. Alternis vs. Kethane had some interesting effects


horndgmium

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Hey guys, when ARM cam around I had alternis installed. Since then, I've uninstalled Alternis in favor of RSS (which is gone now so I should probably get Alternis back). During the time Alternis was installed, a TON of asteroids spawned around Kerbin and remained stuck in Jool orbit IOP22n4.png. Which is great, because now I can have some fun at Jool.

Currently asteroids spawn jusst fine around Kerbin, and later get stuck in sun orbit

I guess this has implications on creating asteroids where you want them.. maybe if you replace some celestial body with Kerbin, go track some asteroids, and put it back, we would be able to direct asteroid belts (I kinda want tons around the Mun). Naturally that might break some saves.

Also, regarding kethane, I tried adding the resource generate option to PotatoRoid in the persistent... does anyone know if this is the right method to go about having the kethane resource spawn in asteroids when the asteroid spawns? I saw someone edit the size of asteroids this way, but I'm assuming newly spawned asteroids would go back to however they regularly spawn.

Is there a way to create a plugin to 1. increase the mass (by a multiplier, so they will still be different masses) of procedurally-spawned asteroids, and 2. add kethane to these newly spawned asteroids.

What I've been trying to do is to make a config where each new asteroid either does or does not have kethane based on some percentage (say, 20% have kethane). Furthermore, to make the amount of kethane related to the size of the asteroid (more mass = more kethane), with some random variability around the mean for deposit size. The problem is, I can't really figure out how squad procedurally generates asteroids from the code, so I don't know how to target the asteroids...

I would seriously appreciate some help!

(would this be better in add-on dev?)

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Oh awesome, glad to know that thread exists.

And I just tried putting this:

RESOURCE

{

name = Kethane

amount = 10000

maxAmount = 10000

}

In the PotatoRoid part settings in the Nasa section in gamedata, but I can't tell if anything is even happening. Ugh I wish I could do stuff with plugins.

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