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#1 Re: Human missions » Mars Simulation Project - MSP v. 2.76 released » 2004-08-10 11:07:36

MSP

Does the settlement location make any difference at this point?

Though I suppose we don't have enough "real data" on Mars to say where there won't be water, it would seem logical that the settlements closer to the poles will have an easier time of that...

I was actually thinking of making it so that ice prospecting missions in the polar regions would have shorter driving distances and faster collection rate for ice.  (Ice in the simulation is actually dirt/ice mixture)

If we do more with the concept of mining in the simulation, it might be interesting to create resource maps on Mars where miners would have to go to collect the resource.

Currently settlements in the polar regions have a problem in that it is dark there for a good part of the year due to Mars' tilt.  This makes rover missions and EVA's slower and more dangerous.

Another aspect of settlement location is the difficulty of the surrounding terrain.  Rovers travelling around the settlement might have to negotiate difficult cliffs. 

Three example settlements are located near difficult terrain:
Pavonis Base is located on top of Pavonus Mons.
Olympus Scarp is located at the base of Olympus Mons.
Canyon's End is located at the mouth of Valles Marineris.

Scott Davis

#2 Re: Human missions » Mars Simulation Project - MSP v. 2.76 released » 2004-08-10 10:44:51

MSP

Rxke,

DERF: The Mars Analog stations are only errrr.. half analog.They don't have to make their own air, for starters.
But they're great to use as a basis to fine-tune the model on, at least parts of it (like how much energy does the greenhouse need, how much food does it produce?)

The '"Mars Direct" settlement template is quite similar to the Mars Analog stations, and I'm sure we could learn a lot from the data from those stations.

Scott G Beach: the sim has not yet an implementation for geometrically placed buildings. A base is a virtual group of buildings, each with its own function (you could/can make a base with say one habitation module, 52 greenhouses and 120 nuclear reactors, if you wanted to, but then you don't have enough housing for the people that need to run the place etc...) and it calculates various numbers like energy out/input, food production etc...

Right.  We don't have dimensions or relative position for buildings in a settlement yet.  I'm a bit worried that it might add a lot of complexity to the configuration files, but we may try to add it later and see.

Once the sim has the ability to allow new buildings to be added, i guess it will really fly, then it's just a matter of writing some extra stuff in the simulation files to make a lot possible (got lots of idea's, that i want to try, heehee... And pretty sure it is doable, even I'm not a JAVA programmer, that stuff looks like scripting- more than programming language...)

You can definately add more buildings in the "buildings.xml" config file.  Buildings are defined by what functions they provide and there are a set list of possible building functions.  These functions are hard-coded but may have parameters that can be set.  The functions were designed around the Mars Direct reference mission, and we may want to add more of them later.

Check out the simulation configuration guide on the website (under the "user guide" link).  It's a bit rough as I'm not all that good at documentation, but it might help.

Scott Davis

#3 Re: Human missions » Mars Simulation Project - MSP v. 2.76 released » 2004-08-10 10:26:23

MSP

I suggest that you include a template for a settlement the size of New Euthenia (see http://www.geocities.com/scott956282743 … thenia.htm ).

Scott,

Thanks for the interesting suggestion.  I'm not sure if the sim is far enough along for domed settlements or not.  Also I don't think the sim is capable of handling that many settlers as your New Euthenia would support.

I do think a domed settlement would be very interesting but currently we're working with more rudimentary settlements.

Thank you.  I'll put a link to your web site on out project web site's link page if you don't mind.

Scott Davis

#4 Re: Human missions » Mars Simulation Project - MSP v. 2.76 released » 2004-08-05 14:12:14

MSP

Kenshin,

The source code is provided in the project download file.  There should be build scripts in the scripts directory, including a nice ant build file.

Scott Davis

#5 Re: Human missions » Mars Simulation Project - MSP v. 2.76 released » 2004-08-05 13:29:43

MSP

Feel free to join the users mailing list and/or the developers mailing list for the project.

http://sourceforge.net/mail/?group_id=3 … up_id=3286

The users mailing list is mostly project anouncements and help assistance for users.  It is moderated as we've been having problems with spam.

The developers mailing list is where we discuss new development in the project.  Sometimes it's busy and other times there's a lull.

If anyone would like join the development team and work on the code repository, I'd be happy to set you up through SourceForge.

Scott Davis

#6 Re: Human missions » Mars Simulation Project - MSP v. 2.76 released » 2004-08-05 13:15:02

MSP

For instance, i had this guy in a rover, badly burnt, and health degrading, so i looked up his location, checked his 'crewmates' and checked their skills, the ones with the best medical skills i appointed doctor, and they started tending the wounded guy, wich recovered! smile

Heh, I did exactly the same thing a couple of days ago.  There were only two people in a small settlement and one of them had a laceration that was degrading.  The other person was a botanist and spent all his time tending crops in the greenhouse and ignoring his injured friend.  I felt sorry for the poor, injured guy and finally changed the botanist's job to a doctor and he immediately bandaged his friend's injury.  I then changed him back to a botanist and all was well. 

That is until the injury-prone settler came down with meningitis.  sad

#7 Re: Human missions » Mars Simulation Project - MSP v. 2.76 released » 2004-08-05 10:37:57

MSP

6 deaths, 2 from Major Burns and 4 from Suffocation.  Oops.

Well, Mars is a dangerous place.  In particular, our virtual Mars is a very dangerous place if you are a virtual settler.  :;):

#8 Re: Human missions » Mars Simulation Project - MSP v. 2.76 released » 2004-08-05 09:29:12

MSP

Very nice work though.  What're your plans for it in the future?  Will there be more user interaction, such as user-designed missions and such?

We're planning on making a rover mission creator/editor tool.  The user will be able to create a new mission by choosing mission targets on a map and assign settlers and a rover to the mission.  They can also modify existing missions.  This will be the main goal of the next version development.

As for future development, we have a lot of ideas we're still brainstorming.  Here are some ideas:

* Social relationships between settlers and possibly command structures within a settlement. 

* Communication between settlements, rovers and Earth.

* Flesh out science research a bit more, possibly adding breakthroughs and affects of the research on other aspects of the simulation.

* More detailed EVA operations.

* More types of vehicles and equipment.

* Construction of new buildings in a settlement using local resources.

* Manufacturing vehicles and equipment.

* Mining

* Trade economy between settlements.

* Better visualization of settlements in the user interface.

* A more complex weather model for Mars.

* Additional configuration options for the user including mission/activity properties.

Anyway, those are just some of the ideas we have for future development.  Any other suggestions would be appreciated.

Scott Davis

#9 Re: Human missions » Mars Simulation Project - MSP v. 2.76 released » 2004-08-05 09:02:37

MSP

My first casualty: Kerrie Stolpman, cause of death: gangrene! yikes

Yep, death has been a great indicator of bugs and poor balance in the simulation since we added it.  smile

Settlers occasionally die of gangrene.  This is due to the person getting a laceration or a broken bone that is left untreated for a long time and turns into gangrene.  I've noticed this seems to happen when the person is alone at a settlement, or only has a few other people around them and no one is a doctor.  I imagine this is due to non-doctors simply not attempting to treat medical problems very often. 

I think the fix will be to have non-doctors treat medical complaints more often if there isn't a doctor currently at the settlement, but otherwise leave it to the doctor for the most part.

When settlers die of suffocation or dehydration, it is usually due to a rover accident or possibly due to a bug.

Scott Davis

#10 Re: Human missions » Mars Simulation Project - MSP v. 2.76 released » 2004-08-04 15:14:49

MSP

Hmmm...Should be able to click on the executable JAR file (MarsProject.jar) in the main directory to run it on an OSX computer.  I haven't had a chance to test it out on an OSX computer for that last couple of versions.  We were able to test it at last year's Mars Society convention on a few iBooks.

It requires a 1.4x or newer version of the Java Runtime Environment to run it, but I was under the impression that OSX computers came with that standard.

Let me know if you are able to get it to work.  I'll see if any of the other developers can test it on an OSX computer.

Scott Davis

#11 Re: Human missions » Mars Simulation Project - MSP v. 2.76 released » 2004-08-04 13:27:28

MSP

This is my first time posting on this forum and I apologize if I'm posting in the wrong section.  I thought this might be of interest to some of the people on this forum.

I run an open source project called the Mars Simulation Project, which is an agent-based computer simulation of future Martian settlement.

http://mars-sim.sourceforge.net]http://mars-sim.sourceforge.net

We just released a version 2.76 with the following features:

* Settlers have a stress level that can affect their performance.
* Crowding effects in settlements and buildings
* Landmarks displayed on navigator map (Dalen Kruse)
* Settler job specialities such as areologist, doctor, engineer, driver and botanist
* Example settlement templates for larger settlements
* Medical and Botany science research
* Settlement resupply/immigration missions from Earth
* Rover elevation bug fixed

I would appreciate any feedback on the project.

Thanks,

Scott Davis

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