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Greatly reduce the amount of Near Earth asteroids that get spawned.
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Also at the same time try to make sense of the Kop asteroid system.
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siimav committed Oct 2, 2023
1 parent ee29326 commit 0051ce2
Showing 1 changed file with 31 additions and 10 deletions.
41 changes: 31 additions & 10 deletions GameData/RealSolarSystem/RSSKopernicus/Asteroids/Asteroids.cfg
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Asteroid
{
name = Asteroids
interval = 15
probability = 66
minUntrackedLifetime = 1
maxUntrackedLifetime = 20
spawnGroupMinLimit = 4
spawnGroupMaxLimit = 8

name = RandomSunOrbitingAsteroids
interval = 30 // how often to check and create asteroids, in seconds
probability = 33 // % chance that an attempt is made to generate new asteroid for current interval
minUntrackedLifetime = 1 // minimum number of days that the object will stay alive, unless tracked
maxUntrackedLifetime = 20 // maximum number of days that the object will stay alive, unless tracked
spawnGroupMinLimit = 4 // Another randomization step applied when current count is between min and max. Lowers the success % the closer current count gets to max.
spawnGroupMaxLimit = 8 // Max number of asteroid that can be spawned from this group

// When a spawn attempt is made the next location is randomly taken from the 3 possible types: Around, Nearby or Flyby.
// If the rolled type isn't configured then nothing happens.
// For some reason there's also a chance to roll type number 4 which also means that generation doesn't happen.
Locations
{
Around
{
Body
{
body = Sun
probability = 50
probability = 1 // Not used unless there's more than 1 of the same type defined within a group
reached = False

semiMajorAxis
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}
}
}
}
}

Asteroid
{
name = EarthFlybyAsteroids
interval = 30
probability = 15
minUntrackedLifetime = 1
maxUntrackedLifetime = 20
spawnGroupMinLimit = 1
spawnGroupMaxLimit = 3

Locations
{
Flyby
{
Body
{
body = Kerbin
probability = 50
probability = 1
minDuration = 15
maxDuration = 60
reached = False
}
}
}
}

// All groups have same sizes
@Asteroid,*
{
Size
{
key = 0 0
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