JPLRepo

[1.1.3] [In Dev 1.2.2 V1.9.1] ResearchBodies V1.8.1 (30th July 2016)

305 posts in this topic

ResearchBodies
is a mod that adds the functionality of tracking celestial bodies to explore them. When you start a new save, you have to choose a difficulty preset (that sets celestial bodies that are shown from the start) and values for research and discovery costs.
This mod's original Author @simon56modder has handed the reigns over to me to maintain support and develop his work going forward due to Real Life commitments.
Big thanks to him and to the other contributers below for making this mod happen. His original Thread can be found here.

A Development Build for KSP 1.2 Full Release is available here.

Please NOTE the DEVELOPMENT Build is incomplete. Please don't expect it to work 100%
BACK UP YOUR SAVES.

(Please NOTE parts of this code written by JPLRepo are All Rights Reserved as per the license information in the Code headers).

What this Mod does, or how to use this mod:
First thing to do is to find the bodies and track them using the TB-75M telescope.
You have to target the object you want to find in Map View, aim your telescope at the target, right click on the telescope, click 'Research Bodies'.
A simple UI appears, click on the button to track bodies in the zone you are pointing!
The ResearchBodies Menu in Flight also shows you a list of all discovered Bodies and their research Percentage for extra feedback.

Once you have tracked/found a body, you'll see you can still not go to it : it's still unknown !

The second step is in the space center : click the Research Bodies button at the bottom right-hand corner. Note that your tracking station must be at level 2 or 3 in order to work (configurable, see below).

In here Wernher von Kerman invites you to choose between the bodies you have discovered with the telescope.
When you click one, you can see on the right panel that you can launch a research plan. When you click it, it will spend funds. Then go through the research steps ! But keep an eye on your account ! It costs funds !

When the research state reaches 100%, you can finally go to this body and you earn science!

If by pure stroke of luck (or not :wink:) you manage to encounter a previously unknown body in flight, or one that has not had it's research completed, the body will be automatically discovered and have all it's research completed.

Localisations (translations)

20px-Flag_of_the_United_Kingdom_%283-5%29.svg.png English - langfr-20px-Flag_of_France.svg.png Français - 20px-Flag_of_Spain.svg.png Español

(couple of placeholder pics until Imgur Album embedding gets fixed) - see here.
Here is the album link:- http://imgur.com/a/tnLc6

 

Mod Spotlight by Kottabos Games (made with v1.3, OLD Functionality)

 

 

 


Configuration Options:

To configure the mod, open your game directory, then go into the GameData\RepoSoftTech\ResearchBodies folders.
Open the database.cfg file in a basic text editor like
Notepad++ or Notepad.
In here you can change values that you want, or add a body in the IGNORE list.
NB: Not all values will apply to a game in progress, some are saved into the persistent.sfs file and some are only used at the start of a new game.

If you want to be able to track bodies with level 1 tracking station, change allowTrackingStationLvl1 value to true.
ResearchBodies will work with Kopernicus and any planet packs for Kopernicus automatically adding default values for planets that do not have a pre-supplied config file. However, it is better to use ones that have a config file (Currently I believe only thee Outer Planets Pack has one).
If you want to volunteer to write a config file for a planet pack drop me a PM.


Future Expansion Ideas:

After some more Housekeeping Better/new Unity 5 GUI) I have the following ideas:
- Un-discovered body occlusion (grainy pictures/views initially more and more detail as you research and take pictures). Initial functionaly released in V1.8
- An Observatory expansion for better information about undiscovered bodies.
- A better system for finding undiscovered bodies.
- Contracts for undiscovered bodies.

- Further work/tweaks and improvements to the Progressive CelestialBody Maps including support for SCANsat.
- KSPedia pages (instead of a WIKI).

 

License:
All Software and code in Release versions up to
V1.8.1 : MIT
Parts of Code in DEV release linked here is : All Rights Reserved and code from previous versions remains MIT. Please refere to the Headers in the code files for which code is ARR and which code is MIT.

All Artwork and graphics: CC-BY-NC-SA 4.0

DOWNLOAD
This mod includes version checking using MiniAVC.
If you opt-in, it will use the internet to check whether there is a new version available.
Data is only read from the internet and no personal information is sent.
For a more comprehensive version checking experience, please download the KSP-AVC Plugin
Source Code on GitHub here
If you like my mods and you want to show your support, then you can support me on Patreon:
ZnlLmEw.png

Install Instructions:

  • Dependency: You must have installed (NOW included in this package). Module Manager
  • Completely delete ResearchBodies folder from GameData before updating from a previous version.
  • As of V1.8 the install folder location has been changed. Please ensure you remove \GameData\ResearchBodies folder if you have one in your install.
  • Un-zip into your GameData folder.

Download (Release Version for KSP 1.1.3) from SpaceDock, CurseForge, or GitHub
SpaceDock runs and makes mods available to you based purely on donation. If you don't want to pledge to me at least
Consider pledging to keep SpaceDock going if you use it.  8VWCQzN.png
A Development Build for KSP 1.2 is available here.
- Please NOTE the change in License requirements listed above.

Please NOTE the DEVELOPMENT Build is incomplete. Please don't expect it to work 100%
BACK UP YOUR SAVES.

Other Mods Supported:

Integrates with Tarsier Space Technology (TST) - You MUST have V6.4 or UP of TST.
TST will modify it's Telescopes to also act the same as the TB-75M telescope.
Will not offer it's contracts for Bodies you have not fully discovered.
TST telescopes can also find and research bodies through using it's telescope cameras and taking pictures.
Contract Configurator knows about Undiscovered bodies and bodies not fully researched when offering contracts. - You MUST have V1.16.0 or UP of CC).

Integration for other mods:
A Reflection Wrapper class API and documentation is available on these WIKI pages.
For further info, questions, and if you want to integrate to ResearchBodies and/or the Progressive CelestialBodies Maps features of this mod drop me a PM or find me lurking on IRC.


Support:
Known Issues:

Be a :cool:COOL :cool:PERSON and help me by raising bugs and feature requests on GitHub here.

For support please ensure you are following these instructions.
From now on I will NOT respond to requests for support if you have not at least attempted to follow these simple steps.

NO LOGs = NO SUPPORT.

When I ask for a LOG I mean this LOG:

  1. The Logs
    These are text files that the game spits out for debugging purposes as it runs; if something broke horribly in-game, there will be something in here about it. You should upload the entire log as a file (i.e. not to pastebin); you can use dropbox or an equivalent host to upload the file. Make sure the entire file gets uploaded; you may have to zip it first, as logs can be very long. Here is where you can find the log:
    • Windows: KSP_win\KSP_Data\output_log.txt (32bit) or KSP_win64\KSP_x64_Data\output_log.txt (64bit)
    • Mac OS X: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log ( Files>~/Library/Logs>Unity>Player.log )
    • Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log
  2. My own Mod Log
    You will find a file in <install directory>\GameData\REPOSoftTech\ResearchBodies\Plugins\PluginData\ResearchBodies.log.

If you would be so kind as to supply BOTH of these log files when reporting a problem it makes my life so much easier and it makes it more likely I will respond more quickly to you.

Whilst I agree CKAN is a great mod for those that can't use Zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods.
Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains.

ChangeLog:

Spoiler

V1.9.1 - Development Build
WARNING: This is a Pre-Release still under development!!
Changes since last Dev version.
Repositioned Observatory models.
Fixed TST integration.
Added SAS, hibernation mode and ModuleDataTransmitter to the TB-75 telescope.
Fixed Obstruction code for TB-75.
Fixed GUI for researched bodies.
Began adding Contract Configurator integration for contracts.
Two Basic contracts available, but are not properly integrated. Testing feedback much appreciated.
Make the debugging settings option dynamically update from the in-game mini-settings.
Lots of CC integration changes started (WIP)...
- NOTE: ResearchBodies now REQUIRES Contract Configurator V1.22.2
Added Observatory Ranges and allow old researchin career mode settings to Database file.
Increase screen msg timeouts.
V1.9.0 - Development Build

WARNING: This is a Pre-Release still under development!!
V1.9.0-Develop (10-23-2016) == DEVELOPMENT BUILD  
*Fixed typo in locales for Characteristics and Orbit in UI.  
*Added Observatory SpaceCenter Facility. Yes - this Facility acts exactly like a stock one. It has TWO upgrade levels that provide different features, functions and contracts for Finding an Researching celestial bodies.  
*New Game and Settings for this mod are now accessed via the Stock Difficulty Settings for new game and existing game.   

*Fixed Reflection for Contract Configurator compatibility.
*Re-positioned Observatory models to correct locations.
*Fixed TST integration.

*Remove log message for stock Contract removal.


V1.8.1 (07-30-2016) ==
Now ignores Contract Configurator Contracts as it is now fully ResearchBodies aware.
If you use Contract Configurator Mod then get this update. Otherwise there is nothing much for you in this small update.
Changed License - Permissions granted from previous authors. All software code is now MIT license. 
All Graphics and Artwork remains CC BY-NC-SA 4.0

V1.8.0 (07-10-2016) ==
*Re-factored so much of the code... Under the hood now uses Scenarios to automatically save and load the game state to the persistent.sfs file.
*If you have an old researchbodies.cfg file in your save folder V1.8.0 will read it and convert it into the new format,save your game into the persistent.sfs file and
delete the old savegame file (researchbodies.cfg).
*Moved Mod Folder from \GameData\ResearchBodies to \GameData\REPOSoftTech\ResearchBodies. Please ensure you remove any \GameData\ResearchBodies folders from your install.
*The database file and locales files remain as the default settings for new games.
*Fixed a whole bunch of little bugs along the way (both real and potential).
*Re-factored how the Discovery mechanism works. So no more clicking forever, but still some randomness. There was a potential bug that meant the more
you clicked and didn't find anything the less likely you would on following clicks, which only reset when you changed game scene.
*Science reward for finding a body with the telescope is now the base science reward (that you get in the Observatory) PLUS the science reward that is
set in the config file for each telescope part.
*Some more screen messages, eg: When you don't actually have enough EC to scan for bodies (previously you got no indication that was the problem).
*Fixed the Part Menu - messages now display correctly for when you discover and don't discovery bodies. Also added a list of the already
discovered bodies to the Menu so you can see what bodies have been discovered and it will update when you do discovery new bodies in flight.
*The ResearchBodies part action button (right click menu) is now disabled (not visible) if ResearchBodies is not enabled in current save file. eg: sandbox game and config has enableinsandbox = false.
*Ignored/Auto-discovered Bodies (based on difficulty setting at start of new game) also display these automatically in the Observatory menu.
*If you enter the SOI of a previously un-discovered Body or a Body that has not been fully researched it will now be automatically discovered and
it's Research Program will be fully completed. Might look to change this in a future version to auto-discover but depending on the vessel type
(Probe or manned/kerballed) set the research percentage to a more appropriate amount and perhaps require the vessel to remain in SOI to
increase the research percentage over time. (But that's for a FUTURE version).
*Input (keyboard) Control locks are set on for new games until you select your new game settings. (can't use menus, flight, etc).
*Compatible with Asteroid Day for KSP 1.1.3 update.
*NOW the BIG one:- Progressive CelestialBody visibility is now included. Yes the celestial bodies will start with very low detail in flight and
in the tracking station. As you find them and research them, the details become clearer. This is still very basic functionality. Plan to expand this
greatly to include other mod integration like SCANsat scanning to provide the final levels of details.

V1.7.2 (06-01-2016) ==
*Changed Contract cancellation (when a contract is generated for a body not yet discovered) to Withdraw instead of Cancel. 
This will not penalise reputation.
*Fixed bug where above code was causing issues when cancelling contracts making the Mission Control building inaccessible.
*Ignore Bodies with Radius < 100m (Sigma/Binaries in Kopernicus)and handles barycenter/orbits of sigma binaries.
*Added support for Blizzy Toolbar (can switch between Stock AppLauncher Icon and Toolbar in the Settings Menu - However, it does not save this setting between game sessions - next version).
*Re-factor and clean-up of the code started.
*If Kopernicus is installed changes the range of the telescope to 540 million kilometers. (standard is 100 million kilometers).
*Added ability to do Tooltips to the GUI windows (Have only added a few for now, more to come).
*Changed the in-flight Telescope - ResearchBodies window to indicate the EC usage each time you press the Search button.
*Added a message to the in-flight window to indicate if there are bodies within the angle of the telescope but are to far away for the telescope to detect them.
*Fixed issues with Kopernicus installed and actually discovering celestial bodies.
*Moved cache data into /ResearchBodies/Plugins/PluginData to avoid resetting Module Manager cache load on startup when these files change.
 
V1.7.1 (05-10-2016) ==
*Fixed errors with V1.7 using deprecated RenderingManager calls causing Part to break KSP.
*Added KSP-AVC version checking.
 
v1.7 (05-04-2016) ==
*Updated for KSP 1.1.2
*ResearchBodies window can be opened even if tracking station is level 1, however its features aren't useable.
*Added hover text for ResearchBodies icon
*ModuleManager is now version 2.6.24
 
v1.6 (01-27-2016) ==
*Added JPLRepo's code in order to make a compatibility between TST and ResearchBodies
*Tweaked telescope stats
*Builded with 1.0.5
*ModuleManager is now version 2.6.18
*Happy new year
 
v1.5 (10-10-2015) ==
*Added difficulty selection panel on game save start
*Added Spanish locale
*Tweaked telescope stats
 
v1.4 (08-26-2015) ==
*New telescope model made by forum user Well
*Complete overhaul of the tracking process :
  *first find a celestial body in space with the telescope
  *then go back to the space center, launch a research plan for this body.
  *when the research state is 100% you can launch vessels to it
*Added Wernher von Kerman portrait to space center UI
*Added Locale system
*Added French locale
*finding bodies with the telescope now rewards science
*ModuleManager is now version 2.6.7
*API accessibility for other mods
*tweaks on telescope stats
 
 
v1.3 (07-27-2015) ==
*Tracking bodies with telescope now requires looking in the direction of the body to track
   --> NOTE : still needs to be under the 75 millions km radius
*Added texts on body discovery
*Tracking station now requires being level 2 or 3 in order to track (configurable to allow tracking with level 1)
*Removed space field UI, back to button
 
v1.2.2 (07-07-2015)==
*Fixed priority set for Kopernicus mods
 
v1.2.1 (07-06-2015)==
*Hotfix
*update source
 
v1.2 (07-05-2015) ==
*Better UI
*Tweaks on TB-75M stats
*Possibility for modders to remove bodies from the ignore list using '!body'
 
 
v1.1 (07-03-2015) ==
*Added TB-75M Telescope part
  *tracking using the telescope does not cost science/funds!
*Improved tracking process
  *better internal logic
  *tweaked priorities
  *harder than before
*Reduced science cost
*The higher your tracking station level the better the tracking process is
*Added ModuleManager (for AsteroidDay official mod compatibility)
*Corrected small problem with curse forge
*updated source
 
v1.0 (07-02-2015) ==
*Initial Release


Current Contributors (V1.7.1 above):
@JPLRepo - All codes changes, packaging, support, English Locale.
@simon56modder - French Locale.

@fitiales - Spanish Locale.
 

Original Contributors (up to V 1.7):
@simon56modder
: Original Code, French and English locale
@Well : Telescope model and texture
@fitiales : Spanish locale
@JPLRepo
: code made for compatibility with Tarsier Space Technologies

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First Topic: Identify any and all known issues or future expansion ideas from the old thread and the users of this mod and bring them over here.
As I have to familiarise myself with the code first please be paitent with any requests.
If anyone is having issues with V1.7.1 under KSP 1.1.2 post it here.
 

Edited by JPLRepo
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3 hours ago, JPLRepo said:

If anyone is having issues with V1.7.1 under KSP 1.1.2 post it here.

Yeah...(tongue firmly in cheek)...it doesn't show up in CKAN as 1.1.2 compatible ;.;

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3 minutes ago, Brigadier said:

Yeah...(tongue firmly in cheek)...it doesn't show up in CKAN as 1.1.2 compatible ;.;

Yeah can't help you with that. Take it up with the CKAN crew.
I clicked the add to CKAN button in Spacedock. but that's as far as I go with CKAN.
It will probably take a while to update, and might get confused because of the old one... in which case you will have to take it up with them.

Edited by JPLRepo
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THANK YOU SO MUCH FOR TAKING THIS OVER!!

I've really missed having this around.  I'll be putting it through its paces quite a bit over the next few days.  Did notice in the directory structure that the Asteroid Day MM config is still in there.  Hasn't this been made stock now and as such, the patch would fail on the IR telescope and the :NEEDS[SentinelMission] requirement?

Will post if I run into any weirdness at all...thanks again for updating this.

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6 minutes ago, rasta013 said:

THANK YOU SO MUCH FOR TAKING THIS OVER!!

I've really missed having this around.  I'll be putting it through its paces quite a bit over the next few days.  Did notice in the directory structure that the Asteroid Day MM config is still in there.  Hasn't this been made stock now and as such, the patch would fail on the IR telescope and the :NEEDS[SentinelMission] requirement?

Will post if I run into any weirdness at all...thanks again for updating this.

AS far as I know the IR telescope was not made stock.. only the HECS2 probe, solar panel and antenna. I believe the telescope wasn't made stock...
And I believe AsteroidDay has not been updated for 1.1+ either.

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6 minutes ago, JPLRepo said:

AS far as I know the IR telescope was not made stock.. only the HECS2 probe, solar panel and antenna. I believe the telescope wasn't made stock...
And I believe AsteroidDay has not been updated for 1.1+ either.

AH HA!  Didn't know that bit.  I knew the dish made it in but wasn't sure about the IR scope.  LOL...without this mod I had no real need to go hunt it down since I've got TST and CactEye to soothe my aching need for orbital observatories and something to do with them.  I'll take a look and see what I can find out about it for sure though. :)

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Again, thousands of thanks for taking ResearchBodies over, I'm sure you'll do a very great work continuing the development of this mod :)

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2 minutes ago, simon56modder said:

Again, thousands of thanks for taking ResearchBodies over, I'm sure you'll do a very great work continuing the development of this mod :)

And thank you @simon56modder for this great mod. I hope to only do it justice by trying to make it better. 

Edit: Just don't take the OP as evidence of that. I just realized how bad it looks on mobile. I was having issues with it when I created it because the forum sometimes just doesn't like you cut and pasting. I'll try to fix it up tomorrow.

Edited by JPLRepo

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hmm, I see good things in the future of this mod. I tried it before and didn't care for it (although I love the premise of it a lot), but as requested I'll hold off on the rapid fire suggestions for a time. Looking forward to see this one develop as it has a lot of "space" to grow:)

kudos

edit

grats on getting featured on spacedock

Edited by Deimos Rast

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Does this mod only work in career mode? Can't seem to get it working in e.g. science mode.

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Here is a stupid question: how do you configure Research Bodies to be compatible with other planet packs? As in, how do I make a compat. cfg for Alternis Kerbol?

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1 hour ago, amadsen87 said:

Does this mod only work in career mode? Can't seem to get it working in e.g. science mode.

Career or sandbox. but you have to enable sandbox mode.

Edit the database.cfg file in the ResearchBodies folder in your GameData and check enableInSandbox = true. (third line down?)
Not sure if it works in science mode. Never tried it and having just taken over this week, I am still familiarising myself with the code.

7 minutes ago, RA3236 said:

Umm, you are following this thread are you @JPLRepo???

Yes I am but why are you spamming the thread? I have a real life as well you know. And it's nearly the middle of the night here.

29 minutes ago, RA3236 said:

Here is a stupid question: how do you configure Research Bodies to be compatible with other planet packs? As in, how do I make a compat. cfg for Alternis Kerbol?

Now to answer your question.
I will have to write up how to configure this again , as I can't find the original instructions from the original thread.
Basically you create a cfg file (call it whatever.cfg) and specify a RESEARCHBODIES node in it. for an example here is the TST config file (OPM also comes with it's own config file as well).
The ONDISCOVERY is the text displayed when a body is found. The "galaxy1" etc is the body name.
The IGNORELEVELS tells ResearchBodies at what level to ignore the difficulty and the body is automatically available at the start of the game. (Think I got that right).
That's it.
 

Spoiler

RESEARCHBODIES
{
    loadAs = mod
    name = TarsierSpaceTech    
    ONDISCOVERY
    {        
        Galaxy1 = We found a new galaxy that looks like two fluffy clouds.
        Galaxy2 = We found a new galaxy that looks like a big plate or is it a dish?
        Galaxy3 = We found a new galaxy that goes around and around!
        Galaxy4 = We found a new galaxy that looks like a horse.
        Galaxy5 = We found a new galaxy that looks like it just popped!
        Galaxy6 = We found a new galaxy that looks like a giant plughole.
        Galaxy7 = We found a new galaxy that looks amazingly like a fingerprint.
        Galaxy8 = We found a new galaxy that looks like, well, a dessert.
    }
    
    IGNORELEVELS
    {
        // body = easy normal medium hard        
        Galaxy1 = true false false false
        Galaxy2 = true false false false
        Galaxy3 = true false false false
        Galaxy4 = true false false false
        Galaxy5 = true false false false
        Galaxy6 = true false false false
        Galaxy7 = true false false false
        Galaxy8 = true false false false
    }
}

 

Edited by JPLRepo

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On 12 May 2016 at 7:32 PM, Deimos Rast said:

hmm, I see good things in the future of this mod. I tried it before and didn't care for it (although I love the premise of it a lot), but as requested I'll hold off on the rapid fire suggestions for a time. Looking forward to see this one develop as it has a lot of "space" to grow:)

kudos

edit

grats on getting featured on spacedock

I hope so... Looking forward to it. Got some other housekeeping to do first. Then I will be getting stuck into this mod.

featured on space dock? What did I win? :P

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23 hours ago, JPLRepo said:

The ONDISCOVERY is the text displayed when a body is found. The "galaxy1" etc is the body name.

The IGNORELEVELS tells ResearchBodies at what level to ignore the difficulty and the body is automatically available at the start of the game. (Think I got that right).
That's it.
 

  Reveal hidden contents

RESEARCHBODIES
{
    loadAs = mod
    name = TarsierSpaceTech    
    ONDISCOVERY
    {        
        Galaxy1 = We found a new galaxy that looks like two fluffy clouds.
        Galaxy2 = We found a new galaxy that looks like a big plate or is it a dish?
        Galaxy3 = We found a new galaxy that goes around and around!
        Galaxy4 = We found a new galaxy that looks like a horse.
        Galaxy5 = We found a new galaxy that looks like it just popped!
        Galaxy6 = We found a new galaxy that looks like a giant plughole.
        Galaxy7 = We found a new galaxy that looks amazingly like a fingerprint.
        Galaxy8 = We found a new galaxy that looks like, well, a dessert.
    }
    
    IGNORELEVELS
    {
        // body = easy normal medium hard        
        Galaxy1 = true false false false
        Galaxy2 = true false false false
        Galaxy3 = true false false false
        Galaxy4 = true false false false
        Galaxy5 = true false false false
        Galaxy6 = true false false false
        Galaxy7 = true false false false
        Galaxy8 = true false false false
    }
}

 

Yes, exactly :) 

@RA3236 : don't forget to include "loadAs = mod" and "name = [the name of your mod] in your config file (just like in @JPLRepo's config) !

 

EDIT:

Oh... I've just seen that bodies that aren't researched can be seen in the RnD science archives...

Edited by simon56modder

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On 14/5/2016 at 1:54 AM, saturnsrings said:

is this compatible with planet packs?

Yes it is :) but planet packs have to have a ResearchBodies config file in order to have a custom discovery message, but all planet packs are compatible even without a researchbodies config file.

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THIS IS SO COOL!  Wow I wish I hadn't already gotten so deep into my career game.  I am so going to use this mod with one of those "mix everything up or totally revamp the Kerbol system" planet packs for the joy of discovery!  I'm glad this is back I remember it from looooooooong ago and had forgotten.

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What do people think about development of the discovery and research functions of this mod? Specifically.

I have my own ideas, such as timing factors / like scanning to progressively discover and research a body (instead of just clicking a button over and over as you do now) tied in with contracts..

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That was the part that made me uninstall it last time; anything but that. Obviously you could do a whole contract pack, I bet nightengale might have some ideas as he did a somewhat similar anomly discovery pack

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12 hours ago, Deimos Rast said:

That was the part that made me uninstall it last time; anything but that. Obviously you could do a whole contract pack, I bet nightengale might have some ideas as he did a somewhat similar anomly discovery pack

Thanks for confirming why I think this mod isn't a huge hit/success, and why I have plans to reinvigerate it.
What I meant was what game play mechanics do people want to see with regard to first discovering the bodies and then researching them?
Certainly I can make it all contract based. But I was looking for ideas and inputs from the users of this mod.

Edited by JPLRepo

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@JPLRepo As requested - raising the issue mentioned in the Contract Configurator thread re: an NRE and the death of Mission Control.  

Here's the error itself extracted from the log files

Spoiler

[EXC 23:09:22.851] InvalidOperationException: Collection was modified; enumeration operation may not execute.
    System.Collections.Generic.List`1+Enumerator[Contracts.Contract].VerifyState ()
    System.Collections.Generic.List`1+Enumerator[Contracts.Contract].MoveNext ()
    ResearchBodies.ResearchBodies.CheckContracts ()
    EventVoid.Fire ()
    MissionControlBuilding.OnClicked ()
    SpaceCenterBuilding.EnterBuilding ()
    SpaceCenterBuilding.OnLeftClick ()
    SpaceCenterBuilding+<OnMouseTap>c__Iterator98.MoveNext ()

And a link for the output_log and KSP.log0 files generated during that crash.

I also opened the issue on the github repo as well and included the zip file of the logs.  Thanks for the help!

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On 5/23/2016 at 0:26 AM, JPLRepo said:

What do people think about development of the discovery and research functions of this mod? Specifically.

I have my own ideas, such as timing factors / like scanning to progressively discover and research a body (instead of just clicking a button over and over as you do now) tied in with contracts..

When I think of the ability to go and look for and find system bodies I always remember the planets out to Saturn have been known for thousands of years without the aid of a telescope and were finally recognized as other system bodies like Earth by someone with a simple quill and parchment doing some math.  The more distant bodies required an investment of time measured in years and predictive math combined with observations.  Perhaps the approach could be to require a more intricate method of discovery for anything beyond the immediate neighbors.  For instance, Eve and Duna/Ike could be found with a simple method like what is already used but anything beyond that (Moho/Dres/Jool(and moons)/Eeloo/other planet packs) would require an alternative method.

I could see it working something like this :

  • A contract or voluntary project could start the search for a new body
  • A search requires investment: time and funds, maybe even science as your researchers are occupied in the hunt. The telescope involved should be unavailable during this time.
  • Step 1: Locating where to look. Could(should?) be time based requiring investment of resources - possibly being able to go faster or slower depending on levels of investment
  • Step 2: A scan is initiated with further need of resources as above, again with possible variables available to increase/decrease time requirements
  • Step 3: Discovery!  This opens up the ability to travel to the body and awards the initial discovery science
  • Optional: More contracts/voluntary research to discover more about the body.  We learned a LOT about the planets by simply observing them

This would serve as a way of giving early and easy means of discovering the immediate neighbors without forcing the process on someone while still providing a deeper framework for later play that helps expand on the system.  If possible, any deeper system that is added should be able to be turned off allowing the simple method to be used for any system body to satisfy those who would not enjoy it since that was a factor in the past (and from some comments still is).

So this was my first brainstorm session after waking up so it might not be entirely coherent... :D

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