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It's a question of luck, now; I agree that there are some tweaks that need to be made.
Outpost slowly pinged it away.
Either there is conjonction of factors that makes scripts derail, or a mod is interferring (or a leftover from a removed mod: verify files integrity).
Whatever, the issue was already reported on
Paradox forum[forum.paradoxplaza.com], in case you want to participate.
As long as the Asteroid is not engaged in combat, there's a good chance it will race towards the planet and impact it without giving you a chance to react.
The only response is to precociously place a ship on any new planet that's not within range of the station in the system until the colony is 2 years old.
I saw the meteor speeding to the system and as soon as it was engaged it went at a quarter speed, and no my PC did not slow down, time was ticking just as fast.
Well Good luck
Have a great day!
There is also the possibility that some of us mixed it with the event that occurs to a pre-sapient world. However both scripts spawn the same asteroid-ship with same orders (only consequences of impact differ).
The asteroid spawns at 75 units from the colony/pre-sapient world, in a random direction, is set to aggressive stance with an aggro range of 0, and ordered to move to the planet, its max speed is 1.
As a reference, a distance of 75 units is the same in game as the distance between Venus and Mars, or one quarter of Sol system's radius (the icy asteroid belt with Pluto is generated at 290 units from Sol). At speed 170, a year 2200 corvette travels 260 units between Sol and Neptune in 38 in game days (as read on reddit). That translates into an approximate ratio of 0.040 units per day per speed unit. The asteroid should take 1875 days to hit the planet. We should have 5 years to react. Next time, I'll try to take two screenshots of the beast to evaluate its actual speed.
Scripts don't lie, and the only possible cause for an instant move could be that the effect "move_to" is bugged, somehow, but it is used in more than a dozen event scripts, including the latest aquatics-related events. There is also an auto_move_to_planet effect added since v2.0, and I don't know why it hasn't superseded the "move_to" effect since then.
No, it's 10 tick a day, if I'm not wrong. And I don't know if speed units are distance units per tick. If they are, that would make an ETA of 75 x 10 = 750 days or two years, Still less than half the time I hypothetized in my post above, based on spaceship velocity (roughly 5 years).
the bugs crawl ever more present
Every other time the station slowly took it down. Never had one spawn and instantly hit a planet. I'd say you've got mods that are changing it somehow.
Oh well!
Have a great day!