theSpeare

[0.25] RoverScience - Full Release 1.0 - Better, interactive science for rovers!

58 posts in this topic

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RELEASE 1.0

4th April 2014

RoverScience is a KSP plugin that attempts to add more interactive functionality to the science system FOR rovers. The rover can be either manned, or unmanned (the former will be revised eventually).

Firstly, RoverScience will not function unless the Rover Terminal is opened. This is done through the right-click menu of the Rover Brain part.

To do science with a rover, you must have a vessel with at least one wheel in contact with the ground. Wherever you land first with your wheels will establish a landing spot. Science is analyzed from science spots. To find a science spot you simply have to drive around; however, the farther you are from the landing spot the higher the chance of finding a science spot. Once a science spot has been found, the terminal will show the distance and bearing to the spot; heading and rel. heading will be shown as well. Simply drive to the spot (within 3m) and information will be shown about the spot.

Please avoid using more than one RoverBrain on the same vessel! This is not supported yet - a very rough method has been used to prevent spamming of this part.

Some notes

1. Science spots are given a distance boost scalar - the farther they are, the higher the scalar. But be careful: a 10 science spot 200 meters away with a 50% increase is only 15 science; so be wise!

2. You can also set the maximum distances your science spots will be detected through the console. This is good for maximizing those science distance boosts. You can upgrade the maximum distance your spots will spawn through the upgrade menu.

3. A prediction of your science spot's potential will be given once you've detected one. The prediction relies on a "success chance roll" that will give you the correct reading if successful. Otherwise it'll just spout any other reading, including the one it actually is. Improve your accuracy chance by upgrading through the upgrade menu.

4. Don't be afraid to reset science spots if you really want to - no point driving far for a low potential!

5. Each analysis past the third one will start to return less and less science, so make sure you really hunt for those high potential spots.

README

Please check this! There's a lot of important little bits to remember, so please read the bottom half of it.

DOWNLOAD HERE

Dropbox Link

(Source code on Github)

Everything should be running fine, but if there any issues please post here or, even better, on the RoverScience GitHub.

Much thanks to the community of KSP modders, who have been very patient, very kind and very helpful. This is my first major C# project and I'm still learning. The code may be messy in some places and I apologize. But nothing will ever describe my gratitude to those who helped - particularly malkuth, whose inbox I have no doubt spammed with questions. Rockstar04 for loyal testing for much of the development. And anyone else who I might have forgotten (sorry)!

This is a wonderful community, and I thank you all once again. :)

Edited by theSpeare

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Great work, Thespeare. I've been using this mod for a while and I it love, thank you

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Very happy to see this go to full release status. Have been loving this since the pre-release!

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Actually, why not just use command seat as roverbrain for manned rovers?

And for unmanned you coudl add optional module manager file allowing us to use camera from this mod

http://kerbalspaceprogram.com/pandajagerlabs/

Much better that seismometer model :)

edit

it seems that camera parts woudl need to have its orientation changed, by default it looks "up"

http://forum.kerbalspaceprogram.com/threads/64336-0-23-Panda-Jager-Laboratories-Parts-Pack?p=1064856&viewfull=1#post1064856

can this be done by modulemanager too?

Edited by kiwiak

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@theSpeare, thank you very much for this really nice science mod. Will download the release today & enjoy using it.

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Great work, Thespeare. I've been using this mod for a while and I it love, thank you

Thanks! I'm glad you've been liking it through its turbulent balancing periods :P

Very happy to see this go to full release status. Have been loving this since the pre-release!

Cheers. Always nice to hear :) Hopefully it came out okay in the end.

@theSpeare, thank you very much for this really nice science mod. Will download the release today & enjoy using it.

Sweet, let me know what you think. Hopefully all the values are okay now.

Actually, why not just use command seat as roverbrain for manned rovers?

And for unmanned you coudl add optional module manager file allowing us to use camera from this mod

http://kerbalspaceprogram.com/pandajagerlabs/

Much better that seismometer model :)

edit

it seems that camera parts woudl need to have its orientation changed, by default it looks "up"

http://forum.kerbalspaceprogram.com/threads/64336-0-23-Panda-Jager-Laboratories-Parts-Pack?p=1064856&viewfull=1#post1064856

can this be done by modulemanager too?

You CAN just use the command seat. Really, as long as you have all this:


MODULE
{
name = RoverScience
}

MODULE
{
name = ModuleCommand
minimumCrew = 0

RESOURCE
{
name = ElectricCharge
rate = 0.001
}
}


MODULE
{
name = ModuleScienceContainer

reviewActionName = Review Stored Data
storeActionName = Store Experiments
evaOnlyStorage = True
storageRange = 1.3
capacity = 1

allowRepeatedSubjects = False
}

then you can use whatever part to reference the front of your vehicle as long as it points forward. Just slap those modules onto whatever part you wanna use. If its "control from here" points forward, good, otherwise just have another part that CAN point forward. I will eventually have a part model up by itself though; just waiting on a friend.

Looks nice, will try.

Any chance to incorporate this into MastCam from Panda Jager Labs?

I'll be having my own model made by a friend, but without animation I think.

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Anyone have any ideas what the replacement model should be like? I'd rather not have a mastcam as there's more than enough of those around.

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@theSpeare, just downloaded & played around with a release version. Niiiiice :)

However, am I missing something or... What's the "Upgrade Menu" (top left corner of the image)?

https://imgur.com/a/p4mRu#0

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For inspiration purposes:

CuriosityRover.jpg

My three ideas would be:

1. Maybe that radial part at the top (back-right), the white box + diagonal thing behind it would give a really clear indicator which direction is forward.

2. Something that serves as a visual base for a mastcam, kinda like a small white octagon .. could be kinda funny if it included a painted arrow "this way front" .. something we'd see in the SPH, but wouldn't be visible if we stacked other pieces over it

3. A straight-up suite of rover "chassis", maybe three or five different sizes / aspect ratios, each functioning as a "Probe", probably heavier than space probes but carrying much more electrical charge.

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@Amaroq, I'll send that to my modeler friend, thank you :)

@Horus, can you upload your KSP.log file from the /KSP_Data/ folder? I'm not sure why this is happening as it's okay on mine with stock installation.

Is anyone else having a problem with the upgrade menu not showing up properly?

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@theSpeare, here's a link to archived log

I'll try on a clean install.

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Woops, terribly sorry - can you upload the output_log.txt file instead from the KSP_data folder? I mixed them up - output_log gives out more useful information. I AM however seeing a crapload of null exceptions so there's definitely something wrong. Also let me know if it's okay in a clean install.

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@theSpeare, yes, I've noticed a bunch of exceptions. The install is a testing sandbox with a bunch of mods installed/uninstalled. Clean install works good. So, no real bother )

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If you can put up the output_log.txt I wouldn't mind taking a look at it to see if I can help somehow :) What mods are you using?

EDIT: And are any of them not fully supported for 23.5 yet

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@theSpeare:

It's really easier for me just to drop the broken install :) I'll try on a working install now (it's not 0.23.5 compatible at all - 0.23 only and with a bunch of mods...).

Noticed that slopes influence bearing unpredictable, see images:

http://imgur.com/a/p4mRu#0

You can see that at a rather small distance bearing changes significantly. Though, the distance is pretty large.

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Yep, this is happening because your control reference is pointing straight up. Need to set it forward. It's in the OP and readme, all you need to do is just make sure the RoverBrain part is pointing forward and then click its "control from here" button or use the console's "Reorient from Part" button. Let me know if that fixes it.

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I did really as you said. But still riding even on smaller slopes causes the error described above. It still works perfectly for horizontal plains.

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Can you take another screenshot of the navball where this problem is occurring? I don't really have any problems on slopes.

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Unfortunately, its conflicting with Mission Controller Extended 0.60, both mods have a module named "RoverScience".

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Can you take another screenshot of the navball where this problem is occurring? I don't really have any problems on slopes.

Seems that it's my fault again. For, now I cannot reproduce the issue. Proly, I didn't set "Reorient from Part" or else. A bit ambiguous though.

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@Ogamaga, I'll send a message to malkuth about this.

@Horus, glad the issue's sorted :)

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Great mod! Makes rovers a great way to get science. I have one question though. Is a rover basically useless once its done 3 of the analyses? Its just the readme mentions a 30 day cooldown but I couldn't work out what it was referring to.

Thanks.

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@Snillum101, woops! That's something I forgot to fix up in the readme. It was only 'round about pre-release 2 or 3 that there was a 30-day cooldown upon analyzing a spot. It's been long gone now, and replaced with a different mechanism where your science return is unhindered for the first three analyses, and then degrades after each analysis. I might actually add a prompt in the console to show this once you've passed three analyses, thanks.

There will be an upgrade added in the future which will allow you to increase this maximum threshold and effectively extend the life of your rovers (I really just wanted to encourage even more rover missions to be launched).

@Ogamaga - the issue with MCE should now be fixed, you just have to update MCE. Thanks to malkuth for this problem being fixed :)

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Ahh right cool. So a new rover mission will effectively reset the science gain. Thanks for the reply. Now please excuse me while I launch all the rovers!

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