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theSpeare

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Everything posted by theSpeare

  1. I'm not sure if this has already been requested or inquired but will you ever (if it's even possible) integrate mission flags onto the tanks? This'd be really neat.
  2. Thanks CoolBeer! I'll give it a shot now. Really appreciate it - I was trying to compile it myself but had trouble doing it :S This is one for the latest version right?
  3. Is there anyway I can convert this to a form where I don't need Modular Fuel?
  4. Any way we can disable all the debug log outputs TAC does? It feels the entire thing up and it feels like it slows down my machine.
  5. Hey! I'm glad to hear you're really enjoying it. Flavor text and all that should come along in the next release hopefully sometime next week when I get the time. Each planet has science maximums just like vanilla, this is simply to encourage exploring other planets. When the values are all available through a configuration file in the future you can change this to whatever you like if you're the type to really enjoy single planet exploration. Biomes haven't been implemented yet for this mod. There's a chance I may not add it at all, but I will be adding in the ability to get large science spots for planet Easter eggs! Thanks for the kind words and I hope you continue to have fun
  6. Yeah I understand, I was just wondering if anyone else managed some sort of workaround.
  7. The latest prerelease release seems to have so many problems of its own though. It throws exceptions for even basic commands.
  8. So I'm using RT2 with this plugin and every time I go out of comm-range, the plugin throws a crapload of exceptions. (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) OverflowException: Outside range [MinValue,MaxValue] at System.TimeSpan.From (Double value, Int64 tickMultiplicator) [0x00000] in <filename unknown>:0 at System.TimeSpan.FromSeconds (Double value) [0x00000] in <filename unknown>:0 at kOS.RTUtil.DrawProgressBar (IExecutionContext context, Double elapsed, Double total, System.String text) [0x00000] in <filename unknown>:0 at kOS.Interpreter.ImmediateMode.Update (Single time) [0x00000] in <filename unknown>:0 at kOS.Context.ExecutionContext.Update (Single time) [0x00000] in <filename unknown>:0 at kOS.Context.CPU.Update (Single time) [0x00000] in <filename unknown>:0 at kOS.Module.kOSProcessor.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) RunSimulation took 0ms Using the public latest release. Is there some sort of workaround?
  9. I'd never thought of this being a problem - I'll save the locations of the science spots and landing spots from now on into the persistent file so they load with the quick-save. It's now been added as issue #36, but I might not have the time tonight to try this out and test it out. I'll bundle it along with the rest of the features for the next update, as it doesn't seem overly game-breaking. A few clarifying questions though: When you quick-saved, were you at the point where you the spot was "detected", or en-route? I'm having a tiny bit of trouble completely understanding it. Say, 1. If the rover was in Western USA when it discovered a science spot in Eastern USA. 2. Quick-saved at the location you first discovered the Eastern USA spot. 3. Flipped somewhere Mid-USA 4. Quick-loaded back to Western USA at that first spot, and now the distance reading is saying the spot is now somewhere close to Western USA? Or was it more like: 1. If the rover was in Western USA when it discovered a science spot in Eastern USA. 2. Drove towards Eastern USA spot. 3. Quick-saved at mid-USA 4. Flipped halfway between mid and east 5. Quick-loaded back to mid-USA 6. Distance is correctly reading from mid-USA to east-USA (A diagram in mspaint might help me understand better lmao) EDIT: As it stands I don't want to penalize anyone for quicksaving or quickloading. The distance from your landing site only really matters for when you're first scanning for a science spot. Once you've found it, the two spots are set with lat/long coords and a method is used to calculate the distance between them in real time. As long as you quick load and the science spot is still where it should be (for example eastern USA) and the distance calculated is the distance between you and that science spot (and is correct), then all should be fine.
  10. Sure do, but still throws an exception. Steering works fine for other directions like prograde and retrograde. Could it be because I'm using the latest pre-release?
  11. How do I lock steering to my next node? Every time I try "lock steering to node" or "nextnode" it comes up with "the given key was not present in the dictionary".
  12. Don't forget to post all the results, can't wait to hear how it goes
  13. @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
  14. @Ogamaga, I'll send a message to malkuth about this. @Horus, glad the issue's sorted
  15. Can you take another screenshot of the navball where this problem is occurring? I don't really have any problems on slopes.
  16. 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.
  17. 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
  18. 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.
  19. @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?
  20. 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.
  21. Thanks! I'm glad you've been liking it through its turbulent balancing periods Cheers. Always nice to hear Hopefully it came out okay in the end. Sweet, let me know what you think. Hopefully all the values are okay now. 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. I'll be having my own model made by a friend, but without animation I think.
  22. Finally made it - full release is now in the showcase forum. http://forum.kerbalspaceprogram.com/threads/75059-0-23-5-RoverScience-Full-Release-1-0-Better-interactive-science-for-rovers%21?p=1064627#post1064627 Thank you all so much for your help; there's no way I would've gotten to this point without you guys. Cheers.
  23. RELEASE 2.2.0 (alpha) Plugin is now compatible with KSP 1.2, but I haven't had time to thoroughly test. Therefore I've chosen not to push the release to SpaceDock/CKAN until it's confirmed this new version is fine (I would be very grateful for any help!). See new version link below. RoverScience is a KSP plugin that attempts to add more interactive functionality to the science system FOR rovers. You drive rovers to search for science spots which you may then decide to investigate and analyze for science gain. Rover Brain parts made by @akron Wonderful tutorial/showcase video by youtuber KottabosGames; thank you! There is one discrepancy, however: you do not get more science the farther away you are from the landing spot - you only generate science spots much quicker. What does give you more science (potentially) is scanning for science spots farther away from the rover (this is what the scan range is for): see here for the boost to science potential with distance from the rover. Steps are pretty simple: Quick Instructions [1] Build your rover and attach the appropriate Rover Brain and ensure it is pointing "forward". As long as it is pointing "forward" it can be placed anywhere on your rover. This forward orientation is not critical to the functioning of RoverScience, but it will provide you with a convenient "Control From Here" for driving the rover correctly forward. [2] Right-click on the Rover Brain in-flight and click "Activate Rover Terminal". [3] This console will update you with information regarding the Rover Brain. Drive and explore around to search for a science spot. [4] After driving for awhile, you may detect a potential science spot. This will be shown as a large red transparent sphere waypoint. Drive towards the waypoint to further investigate. [5] Drive into the marker and it will turn green. You may now analyze for science, but before you do consider the potential science. Every science spot analysis will increase future science loss; be wise with which spots you wish to analyze, and which to abandon. At any point you may click on "Reset Science Spot" to begin search for another spot. [6] This is the upgrade menu. "Current" shows you what value an upgrade currently has. "Next" will show you the value if you increase the level. "Cost" is how much you will spend in science to upgrade. "UP" is the button to upgrade. An explanation of each of the upgrades is given further below. All upgrades are permanent and work across all rovers! Click HERE for information on RoverScience Upgrades Notes: Firstly, RoverScience will not function unless the Rover Terminal is opened. This is done through the right-click menu of the Rover Brain part. RoverScience will only search for science spots if your vessel has at least one wheel, and that it is in contact with the ground. Upon landing, your rover will establish a landing spot. Driving farther away from where you originally landed will increase chances of finding a science spot. Science spots detected far away from the rover will have a bonus multiplier added to them. You are rewarded for exploring and reaching far destinations. Bear in mind that a 50% increase to 10 is only 15 -> carefully consider whether the potential (or the prediction) is worth it. Each analysis you commit to will slowly degrade a rover's return of science. For the first 2 analyses you'll get normal values, and anything past that will slowly degrade the amount of science you get back. Soak up those high potentials as much as possible! CTRL + R + S will open the RoverScience menu. DOWNLOAD FOR KSP 1.2.1 (or SpaceDock link) (or CKAN) 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 ___________________________________________ SpaceDock Link README Everything should be running fine, but if there any issues please post here or, even better, on the RoverScience GitHub. Known Issues: 1. Two rovers with Rover Brains that are within physics range will throw Null References and will break RoverScience. 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)! Some more thanks: - etmoonshade - udk_lethal_dose - akron for Rover Brain parts - modelling and texturing - Nat Sum for rock models! This is a wonderful community, and I thank you all once again. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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