Stratickus Posted August 31, 2017 Share Posted August 31, 2017 Is ModuleCommand necessary for ModuleRoverScience to function properly? Or was it just a way for you to have the parts consume EC? Cheers, Link to comment Share on other sites More sharing options...
Stratickus Posted August 31, 2017 Share Posted August 31, 2017 1 hour ago, Stratickus said: Is ModuleCommand necessary for ModuleRoverScience to function properly? After a quick test, it would appear that it is not. Cheers, Link to comment Share on other sites More sharing options...
OrganicLife Posted August 31, 2017 Share Posted August 31, 2017 10 hours ago, Aelfhe1m said: OK. This is an odd one. At first I couldn't see anything wrong but then I realised that there was both the integrated rover brain in the Lynx cockpit and the attached radial rover brain part. If you open the terminal from the radial rover brain part you get the not landed error but if you open it from the cockpit right click menu it works fine: Reveal hidden contents I'll need to investigate this further (hopefully it'll cure itself as part of the UI rewrite and code refactoring that's ongoing) but in the meantime you should be fine if you always use the cabin right click menu when there is an integrated rover brain module. Thanks a ton for the help! Link to comment Share on other sites More sharing options...
ThreePounds Posted September 20, 2017 Share Posted September 20, 2017 @Aelfhe1m I translated this awesome mod into German. The PR is already on GitHub. Keep in mind that this translation will remain inaccessible to the end user until squad gets around to adding German as an officially supported language - something they've just recently confirmed. Link to comment Share on other sites More sharing options...
Aelfhe1m Posted September 20, 2017 Author Share Posted September 20, 2017 Thanks @Three_Pounds I've merged the PR on GitHub and it will be included in the next released version (soonishTM) Link to comment Share on other sites More sharing options...
red_karibou Posted October 2, 2017 Share Posted October 2, 2017 Hi First thanks for this great mod, I'm really enjoying driving my rover arround now =D But I'm to dumb to know how the mod works, I've found a science spot and tried analyse it but the game says that my rover brain already contains data, why ? How do I fix it ? Thx a lot for the maintenance of this mod, kiss on the left buck cheeks Link to comment Share on other sites More sharing options...
garwel Posted October 2, 2017 Share Posted October 2, 2017 Did you transmit science from the previous spot? Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 2, 2017 Author Share Posted October 2, 2017 @red_karibou As @garwel says this is most likely an untransmitted result from a previous spot stored in the rover brain/cabin. If you don't have a comm connection (I see RemoteTech is saying you're in local control mode) then send a Kerbal on EVA to grab the science and transfer it to storage. Link to comment Share on other sites More sharing options...
red_karibou Posted October 2, 2017 Share Posted October 2, 2017 Ok thx Love you <3 Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 10, 2017 Author Share Posted October 10, 2017 Version 2.3.3 for KSP 1.3.1 (2017-10-10) - SpaceDock, GitHub Recompile for KSP 1.3.1 (not compatible with earlier versions) German translation by @Three_Pounds Minor changes to logging. Fewer messages unless "verbose logging" is enabled in system settings. Minor code refactoring and code style updates. Link to comment Share on other sites More sharing options...
Roberius Posted October 12, 2017 Share Posted October 12, 2017 Is this specific to the stock star system or does it generate science spots on any planet/moon. Specifically, I'm wondering if it works with Galileo's Planet Pack? Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 12, 2017 Author Share Posted October 12, 2017 20 minutes ago, Roberius said: Is this specific to the stock star system or does it generate science spots on any planet/moon. Specifically, I'm wondering if it works with Galileo's Planet Pack? It's planet pack neutral and will even detect anomalies (if defined) on non-stock bodies. I haven't specifically tested with GPP but I have tested OPM and see no reason that GPP should cause problems. Link to comment Share on other sites More sharing options...
cyberKerb Posted October 14, 2017 Share Posted October 14, 2017 Roverscience is giving some minor errors in the log file on game start up about missing textures. [LOG 17:28:29.136] Load(Model): RLA_Stockalike/Parts/Structural/struct_various/small_radialext [LOG 17:28:29.142] Load(Model): RoverScience/rock/rock [ERR 17:28:29.146] Texture 'RoverScience/rock/smallrock' not found! [LOG 17:28:29.149] Load(Model): RoverScience/rock/rock2 [ERR 17:28:29.153] Texture 'RoverScience/rock/rock2' not found! [LOG 17:28:29.155] Load(Model): RoverScience/roverBrain/roverBrain_A I found both textures in a download of a previous version - RoverScience-2.1 specifically Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 14, 2017 Author Share Posted October 14, 2017 @wile1411 Good catch. They were not in the GitHub repository I cloned. I've downloaded the v 2.1 zip and will include (reduced and compressed) copies of the textures in the next release. Spoiler Link to comment Share on other sites More sharing options...
dtoxic Posted October 14, 2017 Share Posted October 14, 2017 (edited) hi i wanted to ask is the science return tied with the in-game setting? if i set the game to give me less science will this mod play nice with that? btw thx for continuing this cool mod! Edited October 14, 2017 by dtoxic Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 14, 2017 Author Share Posted October 14, 2017 3 hours ago, dtoxic said: if i set the game to give me less science will this mod play nice with that? Yes. I wasn't completely sure myself, so rather than dig through the code I did a quick test. Sent a rover to Minmus and set science rewards to 100%. Quicksaved - drove around until I found a "normal" science spot and analysed it - 28.0 science gained. Loaded quicksave, went into settings and set science rewards to 1000% (easier to see the effect if it's extreme!) Drove around until I found another "normal" science spot and analysed it - 394.1 science gained. Link to comment Share on other sites More sharing options...
dtoxic Posted October 14, 2017 Share Posted October 14, 2017 2 minutes ago, Aelfhe1m said: Yes. I wasn't completely sure myself, so rather than dig through the code I did a quick test. Sent a rover to Minmus and set science rewards to 100%. Quicksaved - drove around until I found a "normal" science spot and analysed it - 28.0 science gained. Loaded quicksave, went into settings and set science rewards to 1000% (easier to see the effect if it's extreme!) Drove around until I found another "normal" science spot and analysed it - 394.1 science gained. that settles it then, thx for the info Link to comment Share on other sites More sharing options...
dtoxic Posted October 18, 2017 Share Posted October 18, 2017 (edited) Spoiler Exception loading ScenarioModule RoverScienceScenario: System.FormatException: Invalid format. at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Double.Parse (System.String s) [0x00000] in <filename unknown>:0 at System.Convert.ToDouble (System.String value) [0x00000] in <filename unknown>:0 at RoverScience.RoverScienceDB.UpdateRoverScience () [0x00000] in <filename unknown>:0 at RoverScience.RoverScienceScenario.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 Getting this error at the start, no matter if i got rover science part or not (sandbox or career) and no matter what part i use, nothing breaks,game is still playable (it;s written in orange letters, my guess it;s harmless ) maybe you wanna have a look at it @Aelfhe1m just to bring it to your attention , when you have the time Edited October 20, 2017 by dtoxic Link to comment Share on other sites More sharing options...
bornity Posted October 29, 2017 Share Posted October 29, 2017 (edited) Is this a bug or am I missing something? Using Kerbal Foundries2's Tracks, the Rover Terminal is registering the Tracks as "Rover Wheels Detected: 0" but "Rover Wheels Landed: 32." If you look at the second photo, going airborne registers the tracks as "0 wheels" so something sees the wheels. https://imgur.com/a/o3x0L Edited October 29, 2017 by bornity clarity Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 29, 2017 Author Share Posted October 29, 2017 @bornity I'm unable to replicate that using KSP 1.3.0 and the versions of KF and RS in your image. Can you please post links to your logs and the craft file for that rover? (How to get support) Spoiler Link to comment Share on other sites More sharing options...
Filigan Posted January 14, 2018 Share Posted January 14, 2018 Is there any Solution in sight for the bug that upgrades are not saved, or maybe a workaround i can try? (something like a Manual savegame edit?) The problem i get is that the upgrades i buy are pretty reliably NEVER saved (at least so far) Link to comment Share on other sites More sharing options...
I3laze Posted March 20, 2018 Share Posted March 20, 2018 Has anyone tried this in the 1.4.1 version? Link to comment Share on other sites More sharing options...
Aelfhe1m Posted March 30, 2018 Author Share Posted March 30, 2018 Version 2.3.5 for KSP 1.4.x - GitHub - SpaceDock Recompiled for KSP 1.4.x Link to comment Share on other sites More sharing options...
LopoMetello Posted May 7, 2018 Share Posted May 7, 2018 Hello, Thank you for your mod! Very appreciated! With 1.4.3, the mod seems to work but I have a message about the incompatibility with 1.4.3 at start. Any chance to release a patch? Regards Lopo Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 11, 2018 Share Posted May 11, 2018 @Aelfhe1m is this a "normal" issue when loading a vessel without rover to the launchpad or is it a problem? Exception loading ScenarioModule RoverScienceScenario: System.FormatException: Invalid format. at System.Double.Parse (System.String s, NumberStyles style, IFormatProvider provider) [0x00000] in <filename unknown>:0 at System.Double.Parse (System.String s) [0x00000] in <filename unknown>:0 at System.Convert.ToDouble (System.String value) [0x00000] in <filename unknown>:0 at RoverScience.RoverScienceDB.UpdateRoverScience () [0x00000] in <filename unknown>:0 at RoverScience.RoverScienceScenario.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at ScenarioRunner.AddModule (.ConfigNode node) [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
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