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Releases: Starstrider42/Custom-Asteroids

Custom Asteroids 1.2 Release

13 Dec 20:30
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This version updates Custom Asteroids for KSP 1.0, and includes a number of stability improvements as well.

New Features

  • Support for KSP 1.0.
  • A prominent warning will now be displayed in-game if CustomAsteroids is installed without any asteroid configs.

Changes

  • Configs updated to reflect KSP 1.0 and popular solar system mods.
  • Logs now follow the standard convention (prefixed by "[CustomAsteroids]").
  • More consistent feedback for bad population definitions.
  • The setting "UseCustomSpawner" has been replaced by a more flexible setting, "Spawner". Old settings files are supported and will be migrated automatically.
  • The "Stock" value of "Spawner" will no longer use the KSP spawner, but an internal emulation. This change will make future improvements to the mod much easier to implement.
  • The previous public API has been marked as deprecated (though it is unlikely that anyone was using it, as it was never finished). It will be removed in version 2.0.0.

Bug Fixes

  • Asteroids will now be properly removed at very high (larger than 100,000×) time warps. Players may see substantial lag as the despawner works, however.
  • Asteroid groups using orbitPhase {epoch = GameStart} will now work correctly in RealSolarSystem.
  • Asteroids will now be randomized between different save games.
  • More graceful handling of invalid options files.

Pre-Release of Asteroid Type System

27 Oct 02:42
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Pre-release

This is an early release of the new v1.2 code for assigning asteroid classes. The main purpose of the release is to give 3rd-party modders something to test their ideas against.

This release can assign any of several composition classes to asteroids, depending on the population (i.e., solar system location) the asteroid comes from. Currently there is no way to assign classes to asteroids that spawned before this version was installed; they will all default to "Stony".

Asteroid masses will be updated as appropriate for the material they're made of. While the asteroid classes define custom science experiments, these are not yet implemented.

The modding API at present consists of four static methods:

  • CustomAsteroidData.getAsteroidTypeName(Vessel): returns the type name (e.g. "Stony" or "Carbonaceous") of the asteroid.
  • CustomAsteroidData.getAsteroidDensity(Vessel): returns the asteroid density in tons/m^3.
  • CustomAsteroidData.getAsteroidXmitScalar(Vessel asteroid): returns the fraction of sample science that can be transmitted without a sample return (not yet implemented).
  • CustomAsteroidData.getAsteroidExperiment(Vessel asteroid): returns the id of the experiment run when the player tries to take a sample (not yet implemented).

Custom Asteroids 1.1 Release

09 Oct 01:54
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This version is primarily a KSP 0.25 update. Unlike in previous releases, the default inner- and outer-system asteroids are both included in the main release.

New Features

  • Support for KSP 0.25.
  • Failed asteroid spawns will now print a brief error message to the screen. This feature is intended for troubleshooting custom asteroid configs or mod compatibility issues, and may be disabled in the [settings file](@ref options).

Custom Asteroids 1.0 Release

19 May 04:54
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This version features a fully-featured and polished asteroid spawning system. The stock configuration includes an asteroid belt, near-Kerbin asteroids, Jool trojans, and long-period comets. Install to your GameData/ directory.

A separate asteroid pack (Trans-Jool.cfg) adds a Kuiper belt analogue (the "Kuper belt"), a scattered disk, and short-period comets. Place this in your CustomAsteroids/config/ directory after installing the main plugin.

New Features

  • A user-configurable fraction of asteroids can be spawned according to stock rules.
  • Asteroid orbital elements can now be expressed in terms of the properties of planets or moons.
  • Support for version checkers using Tyrope and cybutek's .version file format.
  • Other minor features

Changes

  • The meaning of the ASTEROIDGROUP name field has changed. THIS BREAKS COMPATIBILITY with the version 0.2 format.
  • Other minor changes

KSP 0.24.2 Test Release

06 Sep 23:34
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Pre-release

This is a recompile of Custom Asteroids 1.0.0, with debugging information included.

Hotfix: Undock corruption bug

13 May 00:39
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Pre-release

This release fixes a bug in Pre-Release 2 where de-Klawing an asteroid would create errors in both the asteroid and the ship.

Custom Asteroids Pre-Release 2 (Beta)

22 Apr 03:48
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Pre-release

This version completely reworks the asteroid configuration format, creating the system I hope to use for version 1. The stock configuration takes advantage of the new capabilities by creating an asteroid belt, near-Kerbin asteroids, Jool trojans, and long-period comets. A separate asteroid pack (Trans-Jool.cfg) adds a Kuiper belt analogue (the "Kuper belt"), a scattered disk, and short-period comets.

New Features

  • Custom Asteroids will now scan the KSP install for asteroid configuration files. This should make it easier to personalize asteroid sets without conflicting with the mod install.
  • Completely new configuration file format. The new format makes much smarter use of default settings, and the distributions assumed for each orbital element are no longer hardcoded.
  • Custom Asteroids can now control all six orbital elements.
  • Orbit size can be set by constraining semimajor axis, periapsis, or apoapsis. Orbit phase can be set by constraining mean anomaly or mean longitude. These two options give configuration-writers more control over where asteroids will and won't appear.

Changes

  • Stock configs now have many more minor planet groups
  • Added units to config file documentation
  • Reorganized code to support asteroid modifications other than orbits in future releases.