ZeroGravitas Posted January 27, 2015 Share Posted January 27, 2015 Also, stock despawns untracked asteroid after some time, this does not seem to happen with CustomAsteroids, or at least not quickly enough. So we have to find a way to either tweak spawn/despawn rate, or set a cap for asteroids after which no more get added....Edit: after playing around with this some more, it seems it only handles very high rates of timewarp badly - as soon as you go back to 1000x or so, despawn rate actually supersedes spawn rate, acting as a "clean up"... Also, apparently one can tweak the spawn rates and method quite a lot via configs, starstrider has done some excellent documentation for this.This seems to be the case, I play with Kerbal Construction Time and that involves lots of timewarping from the space centre while ships are built. By default this happens at maximum warp and with a little experimentation my number of untracked asteroids quickly rises to ~200. KCT does however have an option to limit timewarp speed and as you pointed out, if you don't use more than 1000x the asteroids slowly despawn down to more sensible numbers. Quote Link to comment Share on other sites More sharing options...
Amedee Posted February 1, 2015 Share Posted February 1, 2015 Any word on updating the mod version for 0.90? Mainly for CKAN compatibility.+1 for CKAN actually. It is currently listed as incompatible. Quote Link to comment Share on other sites More sharing options...
Treble Sketch Posted February 9, 2015 Share Posted February 9, 2015 CKAN?http://forum.kerbalspaceprogram.com/threads/100067-The-Comprehensive-Kerbal-Archive-Network-%28CKAN%29-Package-Manager-v1-5-0-24-Dec-2014Because a few mods that I use needs this, but CKAN doesn't have this mod in the database. Quote Link to comment Share on other sites More sharing options...
Svm420 Posted February 11, 2015 Share Posted February 11, 2015 Also, stock despawns untracked asteroid after some time, this does not seem to happen with CustomAsteroids, or at least not quickly enough. So we have to find a way to either tweak spawn/despawn rate, or set a cap for asteroids after which no more get added....Edit: after playing around with this some more, it seems it only handles very high rates of timewarp badly - as soon as you go back to 1000x or so, despawn rate actually supersedes spawn rate, acting as a "clean up"... Also, apparently one can tweak the spawn rates and method quite a lot via configs, starstrider has done some excellent documentation for this.DOes editing the spawn rate help at all with being able to go to higher time warps, or is the mod only stable under x1000? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted February 11, 2015 Share Posted February 11, 2015 AFAIK it's not the mod's fault--KSP itself does it. Quote Link to comment Share on other sites More sharing options...
Fozar Posted February 24, 2015 Share Posted February 24, 2015 Its works? Quote Link to comment Share on other sites More sharing options...
Svm420 Posted February 26, 2015 Share Posted February 26, 2015 So what are people overall experience with this mod on 0.90? I see this mod is recommended by outer planets and I think surely a good amount of people have downloaded that and have maybe tried this mod? Is stability an issue? Do you deal with it frequently? How do you handle it? I want to install this but if I have to worry about things breaking easy NOT SAYING ITS THIS MODS FAULT i understand it maybe completely stock mechanics. I do not blame the mod. I just want to know if people are and if I can run this stably as I think this mod looks awesome! Thank you! Quote Link to comment Share on other sites More sharing options...
Tellion Posted February 26, 2015 Share Posted February 26, 2015 So what are people overall experience with this mod on 0.90? I see this mod is recommended by outer planets and I think surely a good amount of people have downloaded that and have maybe tried this mod? Is stability an issue? Do you deal with it frequently? How do you handle it? I want to install this but if I have to worry about things breaking easy NOT SAYING ITS THIS MODS FAULT i understand it maybe completely stock mechanics. I do not blame the mod. I just want to know if people are and if I can run this stably as I think this mod looks awesome! Thank you!It works fine, but very high timewarp levels lead to more asteroids spawning than are getting removed, which will ultimately cause an overflow of them and very serious lag. Work around that by either not the highest timewarps or staying on 1000x timewarp for a while after you had an "astrolice infestation" - that will lead to despawn rate taking over and cleaning up the mess Also, a more subtle approach would be savefile editing, if staying on 1000x for 15 minutes would mess with your missions. Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted February 28, 2015 Share Posted February 28, 2015 HiHas anybody tried setting "UseCustomSpawner" to false in the config file and seeing how that affects astro-lice? It changes the spawn method back to the stock system. I'll install this and give it a try myself soon, but at the moment I'm actually enjoying playing this game for once... Quote Link to comment Share on other sites More sharing options...
ForeverPig Posted March 8, 2015 Share Posted March 8, 2015 HiHas anybody tried setting "UseCustomSpawner" to false in the config file and seeing how that affects astro-lice? It changes the spawn method back to the stock system. I'll install this and give it a try myself soon, but at the moment I'm actually enjoying playing this game for once...I'm pretty sure this works. I've been doing this for a couple days and haven't seen it happen yet. Quote Link to comment Share on other sites More sharing options...
zilfondel Posted April 10, 2015 Share Posted April 10, 2015 (edited) Hi, I am receiving this error message periodically while on maximum timewarp, which is ~10,000x and above due to the Time Control mod.CustomAsteroids: Could not place Ast. TZC-416. Cause: "CustomAsteroids: Selected invalid population kboNonResonant"Root Cause: "Culture name r is not supported.Parameter name: name"These errors typically come in packs of 3 at the same time, but not always. Note that I do not have the tracking station unlocked.However, I am actually getting lots of asteroids spawning, all throughout the Kerbin system - even far out amongst the gas giants (Jool, Sarnus and the others).System specs:Ubuntu 14.04, x6412 GB RAMKSP x64 (Linux)Mods: SETI, Outer Planets Mod, Keptunian Objects, EVE, Better Atmospheres, Time Control, etc.000_Toolbar000_USITools0PinlineFairingsAJEAtomicAgeB9_AerospaceBackgroundProcessing-0.4.0.1.dllBahaSPbarometric vacuum science.cfgBetterBuoyancyBoulderCoChattererCITCoherentContractsCommunityResourcePackCommunityTechTreeContractConfiguratorContractPacksContract_science_modifierCrossFeedEnablerCrowdSourcedScienceCustomAsteroidsDDSLoaderDeadlyReentryDiazodir.txtDistantObjectDMagicOrbitalScienceEditorExtensionsEnhancedNavBallEnvironmentalVisualEnhancementsEvilCorpFARuPFerramAerospaceResearchfilelist.txtFinalFrontier.datFirespitterFMRSFreedomTexImprovedChaseCameraJSIKASKerbalConstructionTimeKerbalEngineerKerbalFlightDataKerbalIspDifficultyScalerKerbalMassKittopiaSpaceKopernicuskOSKSPTweaksLLLTruckCabModuleManager.2.5.13.dllModuleManager.ConfigCacheModuleManager.ConfigSHAModuleRCSFXNASAmissionNavyFishNearFutureConstructionNearFutureElectricalNearFuturePropsNearFuturePropulsionNearFutureSolarNearFutureSpacecraftNereidNyrathOblivionAerospaceOLDDOPMOPTPilot AssistantPlanetShineProceduralFairingsProceduralPartsQuickScrollRealChuteRemoteTechRover CabinS.A.V.E.datSCANsatSETIShipManifestSH_modsSmartPartsspacetuxSquadStockBugFixModulesSXTTechManagerTextureReplacerThunderAerospaceTimeControltoolbar-settings.datTrans-KeptunianTriggerTechVerneTechWaypointManagerYarbrough08 Edited April 11, 2015 by zilfondel Quote Link to comment Share on other sites More sharing options...
Windspren Posted April 13, 2015 Share Posted April 13, 2015 It won't spawn asteroids around planets like its says in the description. Quote Link to comment Share on other sites More sharing options...
UnanimousCoward Posted April 14, 2015 Share Posted April 14, 2015 This mod has some problems with spawning asteroids at high timewarp settings. Looks like Starstrider hasn't been around for a few months, so I doubt this is being actively maintained any more. You could try setting UseCustomSpawner to "False" in "Custom Asteroids Settings.cfg" and see if that helps (it's in GameData/CustomAsteroids/PluginData). Quote Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted April 27, 2015 Share Posted April 27, 2015 Does this work in 1.0? Quote Link to comment Share on other sites More sharing options...
Spacepetscompany Posted April 28, 2015 Share Posted April 28, 2015 I can't see any reason it wouldn't, although there is a small possibility the asteroids spawning around Dres may have so for now, I suggest waiting for a config. Quote Link to comment Share on other sites More sharing options...
IdiotSavant Posted May 6, 2015 Share Posted May 6, 2015 Does this work in 1.02? Quote Link to comment Share on other sites More sharing options...
wasml Posted May 7, 2015 Share Posted May 7, 2015 So far so good under 1.0.2 Quote Link to comment Share on other sites More sharing options...
INSULINt Posted May 24, 2015 Share Posted May 24, 2015 This works in 1.0.2 but does kill the roids orbiting dres. It's a hard decision between roids with difficult orbits and the dresteroids Quote Link to comment Share on other sites More sharing options...
Kallisto Posted July 5, 2015 Share Posted July 5, 2015 (edited) For me it isn't working at all. The game only spawns a single main-belt asteroid, but no new asteroids spawn after that.EDIT: Ignore that, it works in career mode Edited July 5, 2015 by Kallisto Quote Link to comment Share on other sites More sharing options...
StevenV Posted July 6, 2015 Share Posted July 6, 2015 Could anyone familiar with Dres' ring comment on how close (or far off) this is from stock? I got too tired waiting for asteroids to spawn in stock.AsteroidSets{ ASTEROIDGROUP { name = Dresring title = Dres Ring Ast. centralBody = Dres spawnRate = 0.1 orbitSize { type = SemimajorAxis min = 18000000.0 max = 20000000.0 } eccentricity { avg = 0.01 } }} Quote Link to comment Share on other sites More sharing options...
MoeKitsune Posted July 6, 2015 Share Posted July 6, 2015 I have no idea about that, but I have a CustomAsteroids config. When I add your 'roid group in I'll give you credit. Quote Link to comment Share on other sites More sharing options...
StevenV Posted July 6, 2015 Share Posted July 6, 2015 Thanks, do with it as you wish. This is a bit closer to stock and should be safer with mods modifying planet orbits or scales.Based on looking at stock for about 16 years, I never saw anything smaller than C-class asteroids in the ring, but since you can set size in custom asteroids (afaik), it's a moot point.AsteroidSets{ ASTEROIDGROUP { name = Dresring title = Dres Ring Ast. centralBody = Dres spawnRate = 0.1 orbitSize { type = SemimajorAxis min = Ratio(Dres.soi, 0.55) max = Ratio(Dres.soi, 0.625) } eccentricity { avg = 0.005 } }} Quote Link to comment Share on other sites More sharing options...
MisterFister Posted September 22, 2015 Share Posted September 22, 2015 Any word on if this mod will be updated by the mod author to reflect compatibility with v1.0.4? It's still flagging as being keyed to v0.25. Quote Link to comment Share on other sites More sharing options...
MisterFister Posted September 27, 2015 Share Posted September 27, 2015 No, huh? Quote Link to comment Share on other sites More sharing options...
FungusForge Posted September 27, 2015 Share Posted September 27, 2015 (edited) Any word on if this mod will be updated by the mod author to reflect compatibility with v1.0.4? It's still flagging as being keyed to v0.25.Generally if the mod author hasn't updated it for several versions, its safe to assume that for whatever reason they either don't have time to get to it or see no reason to update it if it still works. Further more if its in this state, its better to to check the last three or four pages than just ask a question that may have already been answered.EDIT: in the case of this author it appears he hasn't posted in nearly a year. So the answer to your question is probably no. Edited September 27, 2015 by FungusForge Quote Link to comment Share on other sites More sharing options...
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