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[0.23] [PLUGIN] RoverScience ALPHA 4.0 - Upgrades! - Open for Playtesting!


theSpeare

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Oh! In that case then, the entire package from github (the whole zip you download) actually contains a folder called GameData. It has the mod folder you just need to move into your GameData like most other mods are installed.

You don't actually need to compile anything from the download :)

That I did not know! Maybe add a little instruction note under the download link to let people know about that or do a separate link for the source and the plugin install.

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I took a rover to the Mun

Well, I actually took TWO rovers, each with their own rover brain

screenshot136_zps63fecdf8.png

I am guessing you limited it to 1 brain per vessel... and since both rovers started out attached to the mothership, only one of them was active...

because even after the rovers decoupled from the base, I could only activate the rover terminal from one rover, the other did nothing.

Would there be any way to check when new vessels are made, so someone could do something like I did? (send 2 rovers)

I sent one as a backup, mainly because I had an epic trek in mind for one, and expected failure, but it would also be nice to have a backup science rover... If I blow up the good rover, the other one still doesn't work.

in other news...

screenshot80_zps817fe8ea.png

still really really low.

After resetting the science spot almost 7 or 8 times, I finally got a "normal" spot.

screenshot81_zpsffa97911.png

Still enjoying the mod, though :)

I did some self-inflicted rover science today, and edited in a cool 600 science...

because I drove my rover almost 17Km through the canyon on the east side of the Mun :sticktongue:

(To investigate a curious impact crater on the canyon floor, in an attempt to better understand the origin of the massive rift)

screenshot131_zps24432382.png

Edited by User Unrelated
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There is already some code to prevent multiple instances because I was very afraid of what might happen should two Rover brains be brought together. I was slightly worried as well that someone would exploit by adding more than one brain on one rover. I believe I have a solution though. I'll get to work on it.

EDIT: For now, the problem above will persist - the only solution on the player's side is to simply not add more than one rover brain to one vessel. On the other hand, once one rover has blown up (rover brain destroyed) OR it has gone out of physics range - I believe it SHOULD be possible to switch to another vessel and switch back to the remaining rover and it might work.

Sweet, it means the chances of the normal science spot generating is too low. I'll adjust it a bit more right now and package. Give me a moment.

Edited by theSpeare
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UPDATE!

3.2 can be found here, including its very short changelog.

Thanks! The chance for normal sites has been upped to 65% so it should be slightly better. I may move it up to 70% if it's still that bad. Remember that the "low" values on the Mun will be quite low because of the modifier on them. Kerbin has a huge reduction modifier. Mun and Minmus do too, but to a much lesser extent. Everywhere else and it's close to OP.

Let me know how it plays now :)

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I would love to have more of the plugins settings (distances, science values, etc) avaliable in configurtation files, so those of us that would much rather have to drive 10+km for a bigger science payout could have an easily shareable config file.

Its a love to have, not a must have, but I think it would allow more people to enjoy the plugin.

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This requires a little bit of work, and I was hoping to do it post-release but I may just work on it this weekend instead and see if I can get something to work early. I'm just gonna need testing so it doesn't take too long to push past and do a full release.

Thanks for posting up on github Rockstar, I'll tag it and work on it this weekend.

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Here's where I'm at a crossroads.

I could either hold for a little longer, see if you guys find any bugs or problems, and then once that's all resolved, do a full-release.

Or I can stick around a bit longer, and with your guys' help with testing, I can start implementing these features:

- Add "prediction" of science potential

- ScienceSpot distance upgradeable

- Distance related to science return

Thoughts?

EDIT: Subscribe to this thread for email notifications for updates! :)

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I tried this out a little bit today. I didn't run into any bugs or obvious problems, but I do have a few suggestions/questions.

Would some kind of visual indicator for the science spot bearing be a good idea? I'm thinking of something very simple, like a circle, with a line pointing up indicating your current heading and a movable line indicating the bearing to target. It could use something like 12 positions, like a clock, or maybe 8, like the North, Northeast, etc... cardinal directions. I don't know anything about making GUIs, but this might be more helpful than the "turn left/right" indicators.

Do you plan on having any kind of specific experiments that you can do at science spots? Maybe different types of experiment at different spots, or have multiple experiments that give a percentage of the total science value for each spot.

I like it so far, I'll be interested to try out the initial release.

Edit: I see that a compass indicator is already in your plans. I think that could definitely help with navigation.

Edited by DMagic
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Yes, a compass will be a feature but that will come later on. I might even look into plugging in something into the navball.

Multiple experiments is a problem that I feel would make it too complicated, or it would just add an extra layer that is probably just unnecessary. I might not go that route, sorry.

Cheers for giving it a shot. I really appreciate the feedback :)

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It's in the works / plans, but won't be included in the release version immediately. You can attach the Roverscience module to any part, just make sure you include a module container and module command. Also make sure the model is in the appropriate orientation.

But yeah, sorry, for the time being the model isn't the priority.

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