Drew Kerman Posted June 27, 2014 Share Posted June 27, 2014 Sweet, I found two asteroids swinging past again within 2 earth years, a couple that will be affected by SOIs of Jool and Eve (not in any reasonable time though, 14-30 years) - I even found one with a Moho close approach but no encounter within 50 earth years. I did however find that there is a Class-C rock coming back around for a second pass and hitting Kerbin in 9 years. Regardless of whether my in-game time ever gets that far it still provides incentive sometime long before then for me to launch a mission to nudge it just a hair. Look ahead, people - who knows what you may find... Quote Link to comment Share on other sites More sharing options...
curiousepic Posted June 27, 2014 Share Posted June 27, 2014 So I've played around a bit with the potatoroids to try to get asteroid clusters. I've added breakingForce and breakingTorque, set to 1-50, but I don't get far enough to test that because...I've added a node_attach, which works ok in the VAB, but when "launching" (intending to use Hyperedit to put it somewhere sensible), the roids are intersecting when they spawn, independent of what node_attach distance I set. As soon as physics enables, they eject themselves spinning wildly.Has anyone successfully "attached" asteroids? Was this ever done with FASA asteroids? Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted June 30, 2014 Share Posted June 30, 2014 Any progress on an RSS config?I was going to ask the same question, but seeing as how that post is a month and a half old and no response, I'm going to start putting one together. Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted June 30, 2014 Share Posted June 30, 2014 So I've played around a bit with the potatoroids to try to get asteroid clusters. I've added breakingForce and breakingTorque, set to 1-50, but I don't get far enough to test that because...I've added a node_attach, which works ok in the VAB, but when "launching" (intending to use Hyperedit to put it somewhere sensible), the roids are intersecting when they spawn, independent of what node_attach distance I set. As soon as physics enables, they eject themselves spinning wildly.Has anyone successfully "attached" asteroids? Was this ever done with FASA asteroids?I've seen several people who attached multiple asteroids together when looking for things to do with asteroids. My understanding is that its Kraken bait... Quote Link to comment Share on other sites More sharing options...
curiousepic Posted June 30, 2014 Share Posted June 30, 2014 (edited) I was going to ask the same question, but seeing as how that post is a month and a half old and no response, I'm going to start putting one together.Awesome! This will go nicely with my upcoming real-ish ice miners/water crackers/steam rockets Let me know if you'd like a tester. Edited June 30, 2014 by curiousepic Quote Link to comment Share on other sites More sharing options...
Starstrider42 Posted July 1, 2014 Author Share Posted July 1, 2014 Thanks, but as mentioned in (a corner of) the first post, I won't have time to do more work on this mod before August. Sorry, and thanks for your patience. Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted July 13, 2014 Share Posted July 13, 2014 Thanks, but as mentioned in (a corner of) the first post, I won't have time to do more work on this mod before August. Sorry, and thanks for your patience.I think that was referring to me. That being said, I should have a beta version of the RSS config ready to go in a day or two. Quote Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted July 17, 2014 Share Posted July 17, 2014 does anyone know if its compatible with .24? If not i'll test it Quote Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted July 17, 2014 Share Posted July 17, 2014 i can confirm it works fine Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted July 21, 2014 Share Posted July 21, 2014 (edited) Can someone who knows more about asteroids and distant objects clarify some thing for me? Do asteroids and Kuiper belt objects have the same LAN / APE for the most part? Most diagrams I've been able to find seem to indicate this, but such an occurrence seems unlikely... Edited July 21, 2014 by SpacedInvader Quote Link to comment Share on other sites More sharing options...
Mekan1k Posted July 23, 2014 Share Posted July 23, 2014 Can people post their customized asteroid files? I want some rocks... Quote Link to comment Share on other sites More sharing options...
SpacedInvader Posted July 26, 2014 Share Posted July 26, 2014 Just wanted to pop in and let you all know that my RSS asteroids config is now part of RSS v7. It includes the NEOs and long-period comets from Starstrider42's original config, 3 zones of main belt rocks, the Trojans and Greeks (also from the original config, but positionally corrected to match Jupiter's position), Plutinos, and the beginnings of the Kuiper belt. I'm going to be refining it eventually to have a more expansive Kuiper belt as well as better representations of the rest of the objects in the solar system. Quote Link to comment Share on other sites More sharing options...
dlrk Posted July 28, 2014 Share Posted July 28, 2014 Is there a way to limit the max number of asteroids, or get rid of excessive ones? Thousands of asteroids keep being spawned and never go away Quote Link to comment Share on other sites More sharing options...
sidfu Posted July 28, 2014 Share Posted July 28, 2014 this is the .cfg i use with BA. its a combination of the defualt one and the one from BA// Custom Asteroids: Better Atmospheres Joolvian Ring System Asteroids// JoolRingAsteroids.cfg// by Thesonicgalaxy// // For Custom Asteroids 1.0+// Compatible with:// Stock KSP 0.23.5 Yes// Alternis Kerbol No// Planet Factory Yes// Boris/Fearless/Wot Pack No// Cerrakk's Pack No// Hercules/Titan/Hypatos Pack No// Kaiser No// Kerbal Universe Project No// Kerbin+ No// JTG Industries Pack No// Sido's Urania Pack No// Super Eve No// Real Solar System No// 6.4ラ Kerbol No// 10ラ Kerbol No// 0.1ラ Solar System NoAsteroidSets{ // Stock intercept trajectories DEFAULT { name = kerbinIntercept title = Potentially Hazardous Ast. // One incoming rock every 50 Earth days or 200 Kerbin days spawnRate = 0.02 } // NKO orbits based on NEO population from "Debiased Orbital and Absolute // Magnitude Distribution of the Near-Earth Objects", // Bottke et al. (2002), Icarus 156, 399 ASTEROIDGROUP { name = innerAsteroids title = Near-Kerbin Ast. centralBody = Sun // With default lifetime settings, 3.2 NKOs will be around on average spawnRate = 0.3 orbitSize { type = SemimajorAxis min = Ratio(Kerbin.sma, 0.5 ) max = Ratio( Jool.sma, 0.77) // 4 AU, rescaled from Jupiter's to Jool's orbit } eccentricity { avg = 0.5 } inclination { avg = 7.5 } } ASTEROIDGROUP { // Ignore Kirkwood gaps -- they won't have much of an impact on gameplay name = mainBelt title = Main Belt Ast. centralBody = Sun // With default lifetime settings, 5.3 asteroids will be around on average spawnRate = 0.5 orbitSize { type = SemimajorAxis min = Resonance(Jool, 4:1) max = Resonance(Jool, 2:1) } eccentricity { avg = 0.18 } inclination { avg = 7.5 } } ASTEROIDGROUP { // Trojan orbits partially based on "Population and Size Distribution of Small Jovian // Trojan Asteroids", Jewitt et al. (2000), Astronomical Journal 120, 1140 name = joolTrojanLeading title = Trojan Ast. centralBody = Sun // With default lifetime settings, 4.8 Trojans will be around on average spawnRate = 0.23 orbitSize { type = SemimajorAxis min = Resonance(Jool, 1:1) max = Resonance(Jool, 1:1) } eccentricity { avg = 0.07 } inclination { avg = 13 // For now, just merge the low- and high-inclination groups together } orbitPhase { type = MeanLongitude epoch = GameStart dist = Gaussian avg = Offset(Jool.mnl0, 60) // Real Trojan belts have a standard deviation of 13 degrees in longitude, // but I'm assuming a lot of that is from inclination. Allow +/- 10 degree // variation in longitude instead stddev = 10 } } ASTEROIDGROUP { name = joolTrojanTrailing title = Trojan Ast. centralBody = Sun spawnRate = 0.23 orbitSize { type = SemimajorAxis min = Resonance(Jool, 1:1) max = Resonance(Jool, 1:1) } eccentricity { avg = 0.07 } inclination { avg = 13 } orbitPhase { type = MeanLongitude epoch = GameStart dist = Gaussian avg = Offset(Jool.mnl0, -60) stddev = 10 } } // Long-period comets only; short-period comets depend on the location // of the scattered disk ASTEROIDGROUP { name = oort title = Long-Period Cmt. centralBody = Sun // One comet every 20 Earth days (80 Kerbin days) spawnRate = 0.05 orbitSize { type = Periapsis //min = 261600000 // Sungrazers min = Ratio(Moho.sma, 0.2) max = Ratio(Jool.sma, 1.0) // Ignore comets outside the orbit of Jool } eccentricity { dist = Uniform min = 0.98 // Minimum apoapsis: 1.7× Jool's orbit max = 1.005 } inclination { dist = Isotropic } orbitPhase { // Let comets be discovered only on approach, so that the player has // time to prepare a flyby mission type = MeanAnomaly epoch = Now min = -2.0 // Extremely elliptical orbit; little time spent near periapsis max = -0.1 } } ASTEROIDGROUP { name = Joolinnerrings title = C Ring Ast. centralBody = Jool spawnRate = 0.4 orbitSize { type = SemimajorAxis min = Ratio(Laythe.sma, 0.3) max = Ratio(Laythe.sma, 0.3) } eccentricity { avg = 0.0 } inclination { avg = 0.0 } }}AsteroidSets{ ASTEROIDGROUP { name = Joolmidrings title = B Ring Ast. centralBody = Jool spawnRate = 0.5 orbitSize { type = SemimajorAxis min = Ratio(Laythe.sma, 0.35) max = Ratio(Laythe.sma, 0.35) } eccentricity { avg = 0.02 } inclination { avg = 0.5 } }}AsteroidSets{ ASTEROIDGROUP { name = Joolouterrings title = A Ring Ast. centralBody = Jool spawnRate = 0.9 orbitSize { type = SemimajorAxis min = Ratio(Laythe.sma, 0.4) max = Ratio(Laythe.sma, 0.4) } eccentricity { avg = 0.04 } inclination { avg = 1.0 } }}if u getting to many astroids check your .cfg something is probaly off in it. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted July 29, 2014 Share Posted July 29, 2014 Is there a way to limit the max number of asteroids, or get rid of excessive ones? Thousands of asteroids keep being spawned and never go awayNot directly. You can't explicitly state anywhere the max number. You need to adjust the MinUntrackedTime and MaxUntrackedTime values in the config located in the PluginData folder. Shrinking this time span will reduce the amount of asteroids present at any one time. Also reducing the spawn rate will lessen the amount generated to begin with. At worst you can edit your save file directly and just delete a bunch at a time Quote Link to comment Share on other sites More sharing options...
dlrk Posted July 29, 2014 Share Posted July 29, 2014 I set MinUntrackedTme to 1 and MaxUntrackedTime to 2, and the asteroid count kept growing. I think it's probably a Linux bug Quote Link to comment Share on other sites More sharing options...
RoverDude Posted July 29, 2014 Share Posted July 29, 2014 I love the idea of this mod. I will most definitely recommend it when my asteroid mining mod is wrapped up. Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted July 31, 2014 Share Posted July 31, 2014 Wonderful mod Been using the mod for its Jool asteroids. But am now looking to create a large number of 'roids intercepting Kerbin. In the basic Asteroids.cfg file i change the spawn rate around to diffrent settings (i assume this is the right settings.) But after timewarping several hundred days, i dont see any change in asteroid rate. Any help ya can offer would be great! Quote Link to comment Share on other sites More sharing options...
l0ser140 Posted August 1, 2014 Share Posted August 1, 2014 I can confirm the same problem on x64 linux version. Quote Link to comment Share on other sites More sharing options...
Starstrider42 Posted August 7, 2014 Author Share Posted August 7, 2014 (edited) Can someone who knows more about asteroids and distant objects clarify some thing for me? Do asteroids and Kuiper belt objects have the same LAN / APE for the most part? Most diagrams I've been able to find seem to indicate this, but such an occurrence seems unlikely...For main belt asteroids and 3/4 of the Kuiper belt objects, no. For Kuiper belt objects in a 3:2 resonance with Neptune (aka Plutinos), I think there are specific ranges that are stable while others are not.I'd have to look at a diagram to be sure, but they were probably just trying to make the drawing easier to visualize for people who don't know about orbital elements. this is the .cfg i use with BA. its a combination of the defualt one and the one from BAif u getting to many astroids check your .cfg something is probaly off in it.I'll see what I can do about the Linux bug (though I myself don't have a copy of KSP for Linux, so no promises), but BA does in fact generate more asteroids than I'd recommend. Take the spawn rate, multiply by 10 (rough average of 1-20 day lifetime), and that's about how many asteroids you can expect from a group if you never manually delete anything...Wonderful mod Been using the mod for its Jool asteroids. But am now looking to create a large number of 'roids intercepting Kerbin. In the basic Asteroids.cfg file i change the spawn rate around to diffrent settings (i assume this is the right settings.) But after timewarping several hundred days, i dont see any change in asteroid rate.That's pretty wierd. Can you confirm that in `Custom Asteroids Settings.cfg` you have `UseCustomSpawner = True`? If it's false, then no matter how high you make the spawn rate for the `DEFAULT` group, you'll spawn asteroids at the same rate as in stock KSP. Edited August 7, 2014 by Starstrider42 Quote Link to comment Share on other sites More sharing options...
_Augustus_ Posted August 9, 2014 Share Posted August 9, 2014 I'm using CustomAsteroids with StarSystems, and asteroids only spawn ONCE in an entire save, and the one that spawns is always the same no matter what. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted August 15, 2014 Share Posted August 15, 2014 Would it be possible to add the ability for the mod to only allow asteroids to spawn within a certain cone of visibility that extends out from Kerbin's night side? In this way it would be more realistic in terms of where untracked asteroids should be popping up. Instead of a certain number of days an untracked asteroid lasts, it would just disappear when Kerbin's orbit moves the cone off its location. The cone would of course need to be configurable so the RSS/PF people can use it, and additional cones could be added for space telescopes.Just a thought. Inspired by this video by Scott Manley. Quote Link to comment Share on other sites More sharing options...
WololoW Posted August 18, 2014 Share Posted August 18, 2014 Need any help testing the upcoming release? Feel free to PM me if you do! =) Quote Link to comment Share on other sites More sharing options...
Starstrider42 Posted August 28, 2014 Author Share Posted August 28, 2014 Thanks for the offer. I think I will need Linux users' help with tracking down Linux-specific bugs (http://forum.kerbalspaceprogram.com/threads/90503). Unfortunately, I'm a bit busier in RL than I thought I would be, and I've somehow ended up being the RT2 manager even though I didn't intend to be. So actual coding for Custom Asteroids will probably have to wait a few more weeks. Sorry for the delay!@Gaiiden, I won't be using realistic elongation/brightness checks in CA itself, but people have requested support for telescope mods, so I plan to include that along with the "asteroid discovery API" mentioned in the first post. But that's a long term goal at present. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted August 28, 2014 Share Posted August 28, 2014 Oh, my sympathies!I, uh, know how that happens >.> Quote Link to comment Share on other sites More sharing options...
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