ferram4 changed the topic of #RO to: Welcome to the discussion channel for the Realism Overhaul (meta)mod for KSP! Realism Overhaul Main Thread https://goo.gl/wH7Dzb ! RO Spreadsheet http://goo.gl/Oem3g0 ! Code of Conduct http://goo.gl/wOSv2M ! | Maximal & soundnfury's RP-1 Race Into Space Signup: http://bit.ly/2DEVm2i [15:01] <soundnfury> Straight Eight Stronk (and) RP-0/1 is basically "Space Agency Spreadsheet Simulator"
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<Starwaster>
why doesn't RP-1 have any sort of github presence or other repository presence? (or does it...?)
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<Starwaster>
soundnfury I don't see a way to define new asteroid types such as carbonaceous... what you can do is define the odds of a given resource being present and a low/high range of how much of it is present... I could add a new resource to the asteroid config for carbon based resources... every other resource present in the config has its own configured chance of being present too, can't stop that....
<Starwaster>
still looking for some way of having asteroid types... something spawns them... if I can hook into that something...
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<Mike`>
Starwaster what do you mean by presence? rp-0 (=rp-1) is on github, although not much activity, currently only snf is merging some PRs every now and then
<Starwaster>
mike` what do you mean by what do I mean?
<Mike`>
well, rp-1 is present as in its code is there, not sure though if that was what you wanted to know. :)
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<Starwaster>
mike` I was just being a dick. Someone used that line on me 18 years ago and I've been waiting ever since to use it on someone else because it pissed me off back then
<Mike`>
:D
<Starwaster>
ok so it looks like... all I have to do is define a part with ModuleAsteroid in it and there's a chance of THAT part being spawned instead of the standard potatoroid... presumably (two parts with ModuleAsteroid) 50/50 chance.... still doesn't really let me control how many asteroids are of a specified type (carbonaceous, nickel iron, etc...)
<Starwaster>
oh that's for soundnfury I guess....
<Starwaster>
still would like to know what specific part of the code is responsible for SPAWNING them in the first place. Maybe the contract system?
<Starwaster>
maybe I'll just hook into the asteroid spawning event and throw an error so I can do a traceback on the code
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<soundnfury>
Starwaster: I think they're spawned by some bit of stock-ksp code we can't get at :(
<soundnfury>
your traceback suggestion sounds like a good way to proceed, maybe we can monkeypatch it idk
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<Starwaster>
soundnfury if I can even find it so I can read it that will give me what I need to find the best way to deal with it