Difference between revisions of "Asteroid"

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(*the science differs from the usual surface samples; *moved the flag part to the paragraph that it's a part;)
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[[File:E-Class-Asteroid.png|thumb|An E class asteroid]]
 
[[File:E-Class-Asteroid.png|thumb|An E class asteroid]]
An '''asteroid''' is a randomly created [[celestial body]] with sizes between 3 and 30 meters.
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An '''asteroid''' is a randomly created [[celestial body]] usually in orbit around [[Kerbol]] or [[Dres]]. Asteroids appear and disappear frequently so that there are always a few scattered around the vicinity of [[Kerbin]]. Asteroids first appeared in the game with the release of the [[Asteroid Redirect Mission]] update, or 0.23.5.  
  
Currently, asteroids are the only celestial bodies not on rails, meaning that they can be captured by other bodies or interacted with by player controlled space craft. Asteroids can be found and monitored via the tracking station and come in various sizes, ranging from class A (tiny) to class E (Huge). Their coloration ranges from light to dark grey, with patches of black and white dispersed over the surface.
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Asteroids can be found and monitored via the tracking station and come in various sizes, ranging from class A (at most 3 meters across and weighing tens of tons) to class E (at least 30 meters across and weighing thousands of tons). Their coloration ranges from light to dark grey, with patches of black and white dispersed over the surface.
  
The game counts asteroids as being parts, instead of true celestial bodies. The part configuration file used as a prototype for each procedurally-generated asteroid can be found in <tt style="white-space:nowrap;">[[GameData]]/NASAmission/Parts/[[Parts/NASAmission/PotatoRoid/part.cfg|PotatoRoid]]/</tt>. Because they are parts, asteroids don't have any gravity and do not possess a [[sphere of influence]]. They also allow to manually transfer resources through them, making them usable as big refuelling stations. [[Extend-o-matic Series A1 Deployable Flag]]s can't be placed on the asteroid, because of the lack of gravity a Kerbal don't stand on the surface but instead floats along with the asteroid.
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Unlike the true [[celestial body|celestial bodies]] in the game, asteroids are fully under control of the physics system. They can be rotated or accelerated by the application of torque or thrust, and moved into a different orbit or another body's [[sphere of influence]] with correct maneuvering. They do not have SOIs of their own or produce gravity to affect nearby objects; they may not be landed on by [[craft]], stood on by [[kerbal]]s on [[EVA]], or have [[Extend-o-matic Series A1 Deployable Flag|flag]]s planted on them, but may be [[docking|docked]] with through the use of the [[Advanced Grabbing Unit]].
  
Asteroids should not be confused with [[captured asteroid]]s (e.g. Gilly), as the latter are on rails and have gravity.
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Asteroids are procedurally generated; each new one is a unique shape and size. The part configuration file used as a prototype for each procedurally-generated asteroid can be found in <tt style="white-space:nowrap;">[[GameData]]/Squad/[[Parts/Misc/PotatoRoid/part.cfg]]</tt>. It is a C class asteroid that can be attached to any spacecraft after editing the part's config file, allowing it to be under any part category entered.
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Some celestial bodies such as [[Gilly]] are often referred to as [[captured asteroid]]s; this is merely an astronomical classification as they are not fundamentally different from the larger moons and planets in the way that asteroids are.
  
 
== Capturing asteroids ==
 
== Capturing asteroids ==
The update in which asteroids were released is called [[Asteroid Redirect Mission]]. The general notion is to rendezvous with an asteroid and attach to it with an [[Advanced Grabbing Unit]]. They can be renamed when docked, and/or the craft can then use its engines to alter the orbit of the asteroid. This can be used to get it into a stable orbit around [[Kerbin]] or another celestial body and even land it. Capturing an Asteroid is similar to [[docking]].
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Once an asteroid is captured with the [[Advanced Grabbing Unit]], it is considered part of the ship. It can be renamed when docked, and/or the craft can then use its engines to alter its orbit. This can be used to get it into a stable orbit around [[Kerbin]] or another celestial body, or even drop it into the atmosphere and land it. Capturing an Asteroid requires a procedure similar to [[docking]].
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The rendezvous is identical to the usual docking- the asteroid is targeted and orbits are matched. Asteroids are frequently found on hyperbolic escape trajectories when encountered within [[Kerbin]]'s [[SOI]], which can make the [[map view]] more difficult to use to plan an encounter. On close approach instead of targeting a specific docking port the [[center of mass]] of the asteroid may be targeted, and the Advanced Grabbing Unit attached to the asteroid's surface at any point. Perfect accuracy is not crucial because the Advanced Grabbing Unit can be tilted after contact to align the craft's thrust with center of mass.
  
The rendezvous is identical to the usual docking with targeting the asteroid and reducing the relative inclination. Although docking or grappling with an escaping target is more difficult, because the instrumentation isn't really implemented to do that sort of docking. On close approach instead of targeting a specific docking port the [[center of mass]] needs to be target when the asteroid should be moved. Once grappled it simply behaves as though the ship needs to get a closed orbit and [[retrograde]] until it is no longer an escape trajectory.
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The asteroid's mass can be estimated with the following formula, obtained experimentally. This is only an estimate as the masses of asteroids even within the same size class varies significantly.
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{{Formula|math=M=e^{1.5 \cdot x}|where=* <math>M</math> is the mass in tonnes
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* <math>x</math> is the class (A = 1 and E = 5)}}. Assuming a range of ±0.5 for <math>x</math> gives the following approximate ranges for each class:
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* A: 2.1 ~ 9.5 tons
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* B: 9.5 ~ 42.5 tons
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* C: 42.5 ~ 190.6 tons
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* D: 190.6 ~ 854 tons
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* E: 854 ~ 3,828 tons
  
Depending on the size, exactly hitting the center of mass is not crucial, because the Advanced Grabbing Unit can be tilted to point the thrust better along the center of mass. And when the asteroid is smaller, the unit needs to be gimballed less.
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==== Recovering asteroids ====
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Asteroids may be landed and recovered on Kerbin. However, the recovery yields ''nothing''. It yields no funds, since asteroids are considered to have zero part value. It yields no science, since it's not a science experiment. It yields no reputation, since the game doesn't award reputation from recovering parts.
  
 
=== Science ===
 
=== Science ===
Kerbals which fly close to an asteroid during an EVA can take samples from each asteroid to a maximum of 70 [[Science]]. Different samples of equal value can be collected from the same asteroid in different situations, like high orbit, low orbits, atmosphere and even in different biomes when the asteroid is landed on a celestial body. The mechanic is different from the [[Surface Sample]]s, because instead of doing the experiment on the Kerbal, the asteroids needs to be used to collect scientific data, much like any other part used for scientific experiments.
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Kerbals who fly close to an asteroid during an EVA can take a sample to earn a maximum of 70 [[Science]] from each asteroid. Asteroids may be sampled from different [[science#Situations|situation]]s or even different biomes when the asteroid is landed on a [[celestial body]].
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=== Uses ===
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* Capturing an asteroid is a critical part of the [[Asteroid Redirect Mission]] scenario, in which an asteroid is on course to impact [[Kerbin]] and must be deflected.
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* Asteroids are also a good source of [[science]], since each new encounter yields additional data.
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* Some [[contract]]s require you to capture a particular class of asteroid and put it in orbit around certain bodies or eject it from the solar system.
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* Once captured into a stable orbit, asteroids can be converted into [[space station]]s by attaching suitable parts to them with additional [[Advanced Grabbing Unit|claw]]s.
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* Asteroids can be mined for [[ore]], which can be converted into various fuel types for ships.
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* Destroying buildings at the [[KSC]] for fun.
  
 
== Gallery ==
 
== Gallery ==
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File:Asteroid-atmosphere.jpg|A D-class asteroid (with a probe attached) entering Kerbins atmosphere
 
File:Asteroid-atmosphere.jpg|A D-class asteroid (with a probe attached) entering Kerbins atmosphere
 
File:D class asteroid landed.jpg|A D-Class asteroid landed on Kerbin
 
File:D class asteroid landed.jpg|A D-Class asteroid landed on Kerbin
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File:ClassEAsteroidBeingMined.PNG|A E-Class asteroid being mined on Kerbin
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File:NewMagicBoulder.jpg|A Magic Boulder asteroid.
 
</gallery>
 
</gallery>
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== Changes ==
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;[[1.5]]
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* Asteroids now sink instead of float
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;[[1.0]]
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* Asteroids can now be mined for [[Ore]]
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* Asteroids now also orbit near [[Dres]]
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;[[0.23.5]]
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* Initial release
  
 
== See also ==
 
== See also ==
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* [[article:265|“Asteroid Redirect Mission - The FAQ”]] by Rowsdower released on March 14<sup>th</sup>
 
* [[article:265|“Asteroid Redirect Mission - The FAQ”]] by Rowsdower released on March 14<sup>th</sup>
  
[[Category:Celestials| ]]
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[[Category:Celestials]]

Revision as of 18:20, 21 June 2021

An E class asteroid

An asteroid is a randomly created celestial body usually in orbit around Kerbol or Dres. Asteroids appear and disappear frequently so that there are always a few scattered around the vicinity of Kerbin. Asteroids first appeared in the game with the release of the Asteroid Redirect Mission update, or 0.23.5.

Asteroids can be found and monitored via the tracking station and come in various sizes, ranging from class A (at most 3 meters across and weighing tens of tons) to class E (at least 30 meters across and weighing thousands of tons). Their coloration ranges from light to dark grey, with patches of black and white dispersed over the surface.

Unlike the true celestial bodies in the game, asteroids are fully under control of the physics system. They can be rotated or accelerated by the application of torque or thrust, and moved into a different orbit or another body's sphere of influence with correct maneuvering. They do not have SOIs of their own or produce gravity to affect nearby objects; they may not be landed on by craft, stood on by kerbals on EVA, or have flags planted on them, but may be docked with through the use of the Advanced Grabbing Unit.

Asteroids are procedurally generated; each new one is a unique shape and size. The part configuration file used as a prototype for each procedurally-generated asteroid can be found in GameData/Squad/Parts/Misc/PotatoRoid/part.cfg. It is a C class asteroid that can be attached to any spacecraft after editing the part's config file, allowing it to be under any part category entered.

Some celestial bodies such as Gilly are often referred to as captured asteroids; this is merely an astronomical classification as they are not fundamentally different from the larger moons and planets in the way that asteroids are.

Capturing asteroids

Once an asteroid is captured with the Advanced Grabbing Unit, it is considered part of the ship. It can be renamed when docked, and/or the craft can then use its engines to alter its orbit. This can be used to get it into a stable orbit around Kerbin or another celestial body, or even drop it into the atmosphere and land it. Capturing an Asteroid requires a procedure similar to docking.

The rendezvous is identical to the usual docking- the asteroid is targeted and orbits are matched. Asteroids are frequently found on hyperbolic escape trajectories when encountered within Kerbin's SOI, which can make the map view more difficult to use to plan an encounter. On close approach instead of targeting a specific docking port the center of mass of the asteroid may be targeted, and the Advanced Grabbing Unit attached to the asteroid's surface at any point. Perfect accuracy is not crucial because the Advanced Grabbing Unit can be tilted after contact to align the craft's thrust with center of mass.

The asteroid's mass can be estimated with the following formula, obtained experimentally. This is only an estimate as the masses of asteroids even within the same size class varies significantly.

Where:
  • is the mass in tonnes
  • is the class (A = 1 and E = 5)
. Assuming a range of ±0.5 for gives the following approximate ranges for each class:
  • A: 2.1 ~ 9.5 tons
  • B: 9.5 ~ 42.5 tons
  • C: 42.5 ~ 190.6 tons
  • D: 190.6 ~ 854 tons
  • E: 854 ~ 3,828 tons

Recovering asteroids

Asteroids may be landed and recovered on Kerbin. However, the recovery yields nothing. It yields no funds, since asteroids are considered to have zero part value. It yields no science, since it's not a science experiment. It yields no reputation, since the game doesn't award reputation from recovering parts.

Science

Kerbals who fly close to an asteroid during an EVA can take a sample to earn a maximum of 70 Science from each asteroid. Asteroids may be sampled from different situations or even different biomes when the asteroid is landed on a celestial body.

Uses

  • Capturing an asteroid is a critical part of the Asteroid Redirect Mission scenario, in which an asteroid is on course to impact Kerbin and must be deflected.
  • Asteroids are also a good source of science, since each new encounter yields additional data.
  • Some contracts require you to capture a particular class of asteroid and put it in orbit around certain bodies or eject it from the solar system.
  • Once captured into a stable orbit, asteroids can be converted into space stations by attaching suitable parts to them with additional claws.
  • Asteroids can be mined for ore, which can be converted into various fuel types for ships.
  • Destroying buildings at the KSC for fun.

Gallery

Changes

1.5
  • Asteroids now sink instead of float
1.0
  • Asteroids can now be mined for Ore
  • Asteroids now also orbit near Dres
0.23.5
  • Initial release

See also

References