Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Too many regolith missions at Alpha Base in r4544, Mission Planning #130

Closed
shirishag75 opened this issue Nov 13, 2018 · 15 comments
Closed
Assignees
Milestone

Comments

@shirishag75
Copy link

2018-11-13T23:54:11.2 (Info) Mission : [Alpha Base] Aaron Wolfe is organizing a Regolith Prospecting mission.
2018-11-13T23:54:11.3 (Info) Mission : [Alpha Base] Aaron Wolfe (Resource Specialist) is requesting approval for Regolith Prospecting.
2018-11-13T23:54:23.2 (Info) Mission : [Alpha Base] Ron Johnson is organizing a Regolith Prospecting mission.
2018-11-13T23:54:23.3 (Info) Mission : [Alpha Base] Ron Johnson (Resource Specialist) is requesting approval for Regolith Prospecting.
2018-11-13T23:54:25.1 (Info) Mission : [Alpha Base] Renita Orlikowski is organizing a Regolith Prospecting mission.
2018-11-13T23:54:25.3 (Info) Mission : [Alpha Base] Renita Orlikowski (Chief of Safety and Health) is requesting approval for Regolith Prospecting.
2018-11-13T23:54:38.7 (Info) ReviewMissionPlan : [Alpha Base] Al Haldemann gave Aaron Wolfe's Regolith Prospecting mission plan a score of 60.0 (25.0 + 15 + 25.0 - 5).
2018-11-13T23:55:12.6 (Info) ReviewMissionPlan : [Alpha Base] Al Haldemann approved Aaron Wolfe's Regolith Prospecting mission plan. Score: 327.0 (Min: 230.0).
2018-11-13T23:55:12.6 (Info) ReviewMissionPlan : [Alpha Base] Al Haldemann did NOT approve Ron Johnson's Regolith Prospecting mission plan. Score: 224.0 (Min: 325.8).
2018-11-13T23:55:12.6 (Info) ReviewMissionPlan : [Alpha Base] Al Haldemann approved Renita Orlikowski's Regolith Prospecting mission plan. Score: 348.0 (Min: 305.1).
2018-11-13T23:55:12.6 (Info) Vehicle : [Alpha Base] Spirit II was found reserved for an non-existing mission. Untagging it.
2018-11-13T23:55:12.7 (Info) Mission : [Alpha Base] Carlita Voytek (Safety Specialist)'s Regolith Prospecting is preparing to embark.
2018-11-13T23:55:12.7 (Info) Mission : [Alpha Base] Al Haldemann (Commander)'s Regolith Prospecting is preparing to embark.
2018-11-13T23:55:12.8 (Info) BuildingManager : [Alpha Base] Odyssey has just been stowed inside Garage 1
2018-11-13T23:55:15.7 (Info) BuildingManager : [Alpha Base] Dune Runner has just been stowed inside Garage 1
2018-11-13T23:55:15.8 (Info) Mission : [Alpha Base] Ron Johnson ended the Regolith Prospecting mission. Reason : Mission not approved..
2018-11-13T23:55:15.8 (Info) Mission : [Alpha Base] Disbanding mission member(s) : [Ron Johnson, Nia Savikaj]
2018-11-13T23:55:36.1 (Info) Mission : [Alpha Base] Jarred McCaffrey is organizing a Regolith Prospecting mission.
2018-11-13T23:55:36.3 (Info) Mission : [Alpha Base] Jarred McCaffrey (Chief of Engineering) is requesting approval for Regolith Prospecting.
2018-11-13T23:56:01.2 (Info) Cooking : [Alpha Base] 0.155 kg kidney bean fried rice is expired and discarded at Lander Hab 1.
2018-11-13T23:56:01.6 (Info) Mission : [Alpha Base] Shanda Pichette is organizing a Regolith Prospecting mission.
2018-11-13T23:56:01.7 (Info) Mission : [Alpha Base] Shanda Pichette (Resource Specialist) is requesting approval for Regolith Prospecting.
2018-11-13T23:56:06.8 (Info) Cooking : [Alpha Base] A meal has expired. Converting 0.155 kg kidney bean fried rice into preserved food at Lander Hab 1.
2018-11-13T23:56:07.8 (Info) [x15] ReviewMissionPlan : [Alpha Base] Adrian Chan gave Jarred McCaffrey's Regolith Prospecting mission plan a score of 52.5 (25.0 + 10 + 12.5 + 5).
2018-11-13T23:56:13.0 (Info) [x6] ReviewMissionPlan : [Alpha Base] Adrian Chan gave Jarred McCaffrey's Regolith Prospecting mission plan a score of 50.5 (25.0 + 10 + 12.5 + 3).
2018-11-13T23:56:13.7 (Info) ReviewMissionPlan : [Alpha Base] Adrian Chan did NOT approve Jarred McCaffrey's Regolith Prospecting mission plan. Score: 232.5 (Min: 343.8).
2018-11-13T23:56:13.7 (Info) ReviewMissionPlan : [Alpha Base] Adrian Chan did NOT approve Shanda Pichette's Regolith Prospecting mission plan. Score: 249.5 (Min: 326.4).
2018-11-13T23:56:13.8 (Info) Vehicle : [Alpha Base] Angaraka was found reserved for an non-existing mission. Untagging it.
2018-11-13T23:56:13.8 (Info) Vehicle : [Alpha Base] Spirit II was found reserved for an non-existing mission. Untagging it.
2018-11-13T23:56:13.9 (Info) Mission : [Alpha Base] Shanda Pichette ended the Regolith Prospecting mission. Reason : Mission not approved..
2018-11-13T23:56:13.9 (Info) Mission : [Alpha Base] Disbanding mission member(s) : [Shanda Pichette, Adrian Chan]
2018-11-13T23:56:24.0 (Info) Mission : [Alpha Base] Reginia Thomas is organizing a Regolith Prospecting mission.
2018-11-13T23:56:24.1 (Info) Mission : [Alpha Base] Reginia Thomas (Engineering Specialist) is requesting approval for Regolith Prospecting.
2018-11-13T23:56:26.6 (Info) Mission : [Alpha Base] Kelly Youngs is organizing a Regolith Prospecting mission.
2018-11-13T23:56:26.8 (Info) Mission : [Alpha Base] Kelly Youngs (Resource Specialist) is requesting approval for Regolith Prospecting.
2018-11-13T23:57:20.3 (Info) Mission : [Alpha Base] Trati Tamtani is organizing a Regolith Prospecting mission.
2018-11-13T23:57:20.5 (Info) Mission : [Alpha Base] Trati Tamtani (Engineering Specialist) is requesting approval for Regolith Prospecting.

The problem is it seems to be a mess, why are so many people are organizing Regolith Prospecting mission and there is no way to know if they are part of a team or they are going to be doing it alone ?

Connected with Alpha Base > ​vehicle

You : What are the vehicles in the settlement ? 

 ----------------------------------------- 
                Alpha Base
 ----------------------------------------- 
(1).  Grand Total : 10
(2).  # on Mission : 2
(2a). # of Cargo Rovers on Mission : 1
(2b). # of Transport Rovers on Mission : 0
(2c). # of Explorer Rovers on Mission : 1
(2d). # of Light Utility Vehicles (LUVs) on Mission : 0
(3).  # NOT on mission : 8
(3a). # of Parked Cargo Rovers : 1
(3b). # of Parked Transport Rovers : 2
(3c). # of Parked Explorer Rovers : 2
(3d). # of Parked Light Utility Vehicles (LUVs) : 3

----------------------------
           I n v e n t o r y
      ----------------------------
Spirit II                Cargo Rover
Dune Runner              Cargo Rover
Beagle IV                Explorer Rover
Angaraka                 Explorer Rover
Odyssey                  Explorer Rover
LUV 0001                 Light Utility Vehicle
LUV 0002                 Light Utility Vehicle
LUV 0003                 Light Utility Vehicle
Agni                     Transport Rover
Areos Aster              Transport Rover

There is also an issue with number of people being reported but this I guess I should report as
a separate bug -

Connected with Alpha Base > ​people

You : Who are the settlers ? 
Alpha Base : According to the Mars Registry,

  -----------------------
          Status
  -----------------------
    Registered : 24
        Indoor : 18
       Outdoor : 0
      Deceased : 0

  -----------------------
          Roster
  -----------------------

  A. Indoor 
  -----------
 (1). Adrian Chan            (2). Allison Nowakowski     (3). Beth Wilkins
 (4). Bill Krushas           (5). Candida Brandner       (6). Charles Emery
 (7). Connie Carrol          (8). James Barnard          (9). Jarred McCaffrey
(10). Kelly Huckaby         (11). Kelly Youngs          (12). Mary Carlson
(13). Nia Savikaj           (14). Reginia Thomas        (15). Ron Johnson
(16). Shanda Pichette       (17). Trati Tamtani         (18). Victor Plantico

  B. Outdoor 
  ------------
    None

  C. Deceased 
  -------------
    None

If 24 are registered and 18 are indoors, where are the missing ones ?

@mokun
Copy link
Member

mokun commented Nov 14, 2018

There is also an issue with number of people being reported but this I guess I should report as
a separate bug -

@shirishag75 , thanks for your observations.

Chances are 4 of them are doing a Trading Mission and are currently loading/unloading resources or resting inside another settlement. I'll need to add another category to account for them.

Did you notice any on-going Trading?

Another case is that 4 of them are on a Mission but due to running out of resources earlier than expected, they are being routed to go to another settlement that is closer.

I'll double check and run some observation tests on them.

In future, we'll enable the use of Expert Mode to set up test cases/scenarios.

@mokun
Copy link
Member

mokun commented Nov 14, 2018

why are so many people are organizing Regolith Prospecting mission and there is no way to know if they are part of a team or they are going to be doing it alone ?

You can type in mission in a settlement's prompt to see who are in what team.

Collecting regolith gives them raw resources and is vital to everything they do. That's why there's a drive to go get more regolith. But it's also based on supply and demand.

We could allow player to manually adjust the supply and demand curve on a particular resource, e.g. ice, regolith, etc.

@mokun mokun self-assigned this Nov 14, 2018
@mokun mokun added this to the 3.1.0 milestone Nov 14, 2018
mokun added a commit that referenced this issue Nov 14, 2018
r4546
2018-11-13

Note: this builds addresses issue
#130

## NEW
1. Add getStartingTravelledDistance() in VehicleMission
2. Add vehicle name and type, mission phase, total est. distance
   and distance travelled to the inquiry on 'mission' in ChatUtils.

## CHANGES
1. In people roster, add # of people on a mission in ChatUtils.
2. Rename "Outdoor" to "EVA Operations" in ChatUtils.
@Urwumpe
Copy link
Contributor

Urwumpe commented Nov 14, 2018

Maybe it would make sense to separate mission inception and coarse mission planning from the mission. I thought about it a few times and everytime I see a mission getting not approved again and again I think its a waste of CPU cycles like it is now. It makes more sense when a mission only gets created if it is in fine planning stage and approval about 80% sure.

@shirishag75
Copy link
Author

shirishag75 commented Nov 14, 2018

That does and would make sense as it would reduce the statements to the log which would reduce confusion and make the logs much more readable thank you.

In addition to above, we could also some statements like in different bases (sharing an example below) -

On Alpha Base
Missions asked - a
Missions cleared -b
Missions successful - c
Missions failed - d

These will be sort of reports which would also tell what has been happening. Maybe in future we could also have it period-wise to compare and all but that would be in future.

@mokun mokun changed the title Too many regolith missions at Alpha Base in r4544 Too many regolith missions at Alpha Base in r4544, Mission Planning Dec 14, 2018
mokun added a commit that referenced this issue Dec 14, 2018
r4670
2018-12-14

## ISSUE
1. #20
2. #130

## Wiki
1.https://github.com/mars-sim/mars-sim/wiki/Missions

## CHANGE
1. Modify reviewingPhase() in ReviewMissionPlan to add to the mission
   score of a particular type of mission based on its settlement
   objective.
2. Change the keyword for seeing the missions in a settlement to
   "mission plan" and "mission now".
3. Ask players what level (1 to 3) the settlement objective should be
   - Add adjusting the weight factor in terms of level (1-3)
4. Add log and increase repair task time in RepairEVAMalfunction,
   RepairMalfunction, RepairMalfunction, RepairEVAMalfunction.
mokun added a commit that referenced this issue Dec 24, 2018
r4698
2018-12-23

## ISSUE
1. #130

## NEW
1. Set mission windows to within 50 sols after the start of a new
   work shift in TaskScehdule.
   - Add MISSION_WINDOW
   - Add checking if the time is during the mission window in
     takeAction() in Mind.
   - Add isAtStartOfWorkShift()
   - Add isAtStartOfAShift() for ON_CALL work shift.
@mokun
Copy link
Member

mokun commented Jan 17, 2019

@shirishag75 ,

I've since adjusted the probability and we have much fewer Regolith Missions now in order to give other type of missions the chance to start.

DigRegolith is a task that every settler can undertake right outside their settlement.

This makes me question why we need Regolith Mission in the first place.

Currently, Regolith Mission is not as helpful as Mining Mission.

Mining Mission can retrieve tons of valuable minerals that are useful and can be made into many type of amount resources and parts.

However, I believe that Exploration Mission must first be done to scope out the region prior to a Mining Mission.

At some point, we'll differentiate what Regolith Mission can bring tot he table and why the settlers need to go some place else to get what type of regolith, etc..

Let me know any questions/suggestions/new ideas that you may have, with regard to the use of regolith here.

@Urwumpe , do you have anything in particular to add and comment on mining and resource extraction ?

@Urwumpe
Copy link
Contributor

Urwumpe commented Jan 17, 2019

@mokun Well, I would make Regolith collection purely scientific. And even then, I am not sure if it makes sense to travel for a day to just collect a bit of regolith. I would maybe replace it by a "Site Prospecting" mission to test useful mining or settlement sites. This would then bundle multiple prospecting technologies (for example, drilling for ice). A nice extension there could be allowing subsets of different sciences for a site and later create only missions that either verify existing scientific results or does prospecting not yet done on a site.

For example just to write some fluffy science fiction here: An initial prospecting mission does a very broad but shallow investigation, because the time at the site is limited to three sols, collecting a bit of regolith samples, drills to maybe 10 meters depth and does some limited meteorological research for the site (Maybe like collecting climate data and collecting blown dust samples), while another teams looks for meteorites.

Then after that mission returned and scientific projects related to the mission finished, the site is considered more interesting and new science projects for that site are created, resulting in more and more focussed missions, using their limited time on the site for very specific goals - for example drilling to 50m depth to investigate a underground ice deposit. Or collect more meteorite fragments suspected to be of a common airburst event.

The initially just numbered site gets named, for allowing longer missions, the site gets a fixed depot with supplies, better habitats, supply missions come and go, scientific missions get longer and longer... and eventually the prospected site develops into a full outpost that is permanently manned.

@mokun
Copy link
Member

mokun commented Jan 17, 2019

A nice extension there could be allowing subsets of different sciences for a site

Yes let's list out what kind of sciences can be done on a field trip/site.

Then after that mission returned and scientific projects related to the mission finished, the site is considered more interesting and new science projects for that site are created

Yes that's one area we can integrate better than what we have now.

Currently, an areology/biology study does trigger an areology/biology field trip.

In both AreologyStudyFieldMissionMeta and BiologyStudyFieldMissionMeta, we have the followings for computing the probability of starting that mission :

ScienceType areology = ScienceType.AREOLOGY;

// Add probability for researcher's primary study (if any).
ScientificStudy primaryStudy = studyManager.getOngoingPrimaryStudy(person);
if ((primaryStudy != null) && ScientificStudy.RESEARCH_PHASE.equals(primaryStudy.getPhase())) {
	if (!primaryStudy.isPrimaryResearchCompleted()) {
		if (areology == primaryStudy.getScience()) {
			result += WEIGHT;
		}
	}
}

// Add probability for each study researcher is collaborating on.
Iterator<ScientificStudy> i = studyManager.getOngoingCollaborativeStudies(person).iterator();
while (i.hasNext()) {
	ScientificStudy collabStudy = i.next();
	if (ScientificStudy.RESEARCH_PHASE.equals(collabStudy.getPhase())) {
		if (!collabStudy.isCollaborativeResearchCompleted(person)) {
			if (areology == collabStudy.getCollaborativeResearchers().get(person.getIdentifier())) {
				result += WEIGHT/2D;
			}
		}
	}
}

There is a Task called StudyFieldSamplesMeta that attempt to make sense of the field trip by studying the rock samples collected and that's it.

If we want more features, we'll need to hard code them in.

@Urwumpe
Copy link
Contributor

Urwumpe commented Jan 18, 2019

If we want more features, we'll need to hard code them in.

Not sure - maybe we can at least reduce the amount of hard coded logic there, for example by describing certain missions as a container for procedures being executed at a remote location. We would then just need a way to describe more or less hardcoded procedures of different tasks and phases in a way, that evaluating the whole mission in the simulation is possible.

Then, what we would need is a MetaMission, that can delegate its own evaluation - the score of a mission would then not just depend on itself, but also on scores calculated by the procedures planned to be executed there.

Maybe such a container prospecting mission would even be a good prototype for more complex container missions, since we could realistically assume, that the experiments/procedures done on that site can be freely executed in any order without dependencies. And do the more complicated stuff later, once this works.

@mokun
Copy link
Member

mokun commented Jan 18, 2019

maybe we can at least reduce the amount of hard coded logic there

Right. we want to encapsulate the purpose, needs/requirements, duration, properties and products, etc. of a mission in json or input file so that we the developers and anyone wanting to do modding can tweak or build something more sophisticated on top of.

@mokun
Copy link
Member

mokun commented Jan 18, 2019

Or collect more meteorite fragments suspected to be of a common airburst event.

Yeah we can have settlers making use of any meteorite fragments they collected.

@mokun
Copy link
Member

mokun commented Jan 18, 2019

In StudyFieldSamples, it said,

	/**
	 * Gets all the sciences related to studying field samples.
	 * 
	 * @return list of sciences.
	 */
	public static List<ScienceType> getFieldSciences() {

		// Create list of possible sciences for studying field samples.
		List<ScienceType> fieldSciences = new ArrayList<ScienceType>(3);
		fieldSciences.add(ScienceType.AREOLOGY);
		fieldSciences.add(ScienceType.BIOLOGY);
		fieldSciences.add(ScienceType.CHEMISTRY);

		return fieldSciences;
	}

Our predecessors did manage to connect the rock sample collection to studying those 3 subjects of science and I can certain add meteorological research to it as well.

So the question is, what other specific stuff can do we on a sample return and how to quantify if it's a success in unlocking a scientific mystery or not ?

I imagine beaming the lab analysis back to Earth and earn some recognition of their work and may be adding a few achievement points to the researchers that belongs to the settlement that sponsors them ?!

@Urwumpe
Copy link
Contributor

Urwumpe commented Jan 18, 2019

maybe we can at least reduce the amount of hard coded logic there

Right. we want to encapsulate the purpose, needs/requirements, duration, properties and products, etc. of a mission in json or input file so that we the developers and anyone wanting to do modding can tweak or build something more sophisticated on top of.

Yes, exactly. Just use hard-coding for the basic building blocks. This also makes it easier to test everything, since we can limit complexity in the tests a lot. We would still need more complex tests than just unit tests on top, but we can at least ensure that the unit tests work fine.

@mokun
Copy link
Member

mokun commented Jan 18, 2019

Now looking at ScienceType class, I just discovered a Collaborative Study involves different subject of sciences :

	/** initialize collaborative sciences. */
	private static void initSciences() {
		// Load available sciences in list.
		collabSciences = new HashMap<ScienceType,Science>();
		for (ScienceType scienceType : ScienceType.values()) {
			collabSciences.put(
				scienceType,
				new Science(scienceType)
			);
		}
		// Configure collaborative sciences.
		Science areology = collabSciences.get(ScienceType.AREOLOGY);
		Science astronomy = collabSciences.get(ScienceType.ASTRONOMY);
		Science biology = collabSciences.get(ScienceType.BIOLOGY);
		Science botany = collabSciences.get(ScienceType.BOTANY);
		Science chemistry = collabSciences.get(ScienceType.CHEMISTRY);
		Science mathematics = collabSciences.get(ScienceType.MATHEMATICS);
		Science medicine = collabSciences.get(ScienceType.MEDICINE);
		Science meteorology = collabSciences.get(ScienceType.METEOROLOGY);
		Science physics = collabSciences.get(ScienceType.PHYSICS);

		areology.setCollaborativeSciences(new Science[] { biology, chemistry, mathematics, meteorology });
		astronomy.setCollaborativeSciences(new Science[] { biology, chemistry, mathematics, physics });
		biology.setCollaborativeSciences(new Science[] { botany, chemistry, mathematics });
		botany.setCollaborativeSciences(new Science[] { biology, chemistry, mathematics });
		chemistry.setCollaborativeSciences(new Science[] { mathematics });
		mathematics.setCollaborativeSciences(new Science[] {});
		medicine.setCollaborativeSciences(new Science[] { biology, botany, chemistry, mathematics });
		meteorology.setCollaborativeSciences(new Science[] { chemistry, mathematics, physics });
		physics.setCollaborativeSciences(new Science[] { astronomy, mathematics });
	}

@Urwumpe
Copy link
Contributor

Urwumpe commented Jan 18, 2019

I imagine beaming the lab analysis back to Earth and earn some recognition of their work and may be adding a few achievement points to the researchers that belongs to the settlement that sponsors them ?!

What about having "Earth" as location in first place and have potential settlers work there? What would be needed in simulation and UI to handle it?

Since we are not interested in what people on Earth do in their free time maybe we could use a different "simulation controller" there and only care what happens during their work hours. Then we would just need about 1/3rd of the CPU resources for simulating the same amount of scientists on Earth as we need for the same number of people on Mars. Sounds like a good trade-off.

But that should better be discussed in a new issue then for not getting lost here... what about calling it "Design Idea: A Better Earth"? ;-)

mokun added a commit that referenced this issue Oct 25, 2019
r5112
2019-10-24

## DISCUSSION
1. #130

## CHANGE
1. Rename finishedPhase() to approvingPhase() in
   ReviewMissionPlan
2. Move sortStringBubble() to MathUtils.
3. Rename MissionPhase APPROVAL to APPROVING.
4. Add "final" reserve word to numerous data members.

## FIX
1. Allow old mission plan to pass
   - Add checking how long a mission plan has elapsed in
     reviewing phase.
   - Revise approvingPhase() even if it's not 100% graded
2. Use the false in getAmountResourceStored() in
   SettlementTableModel in getResourceStored().
3. Change from "Mission.phase.approval.description"
   to "Mission.phase.embarking.description" for
mokun added a commit that referenced this issue Nov 6, 2019
r5147
2019-11-05

## DISCUSSION
1. #130

## CHANGE
1. Alter when to change work shift to ON_CALL for mission.
   Should not change a person's work shift right after the
   mission has just been approved.
   - Wait till the vehicle is FULLY loaded
     and right before it embarks.
   - This way, a person may enjoy the normal work shift and
     have plenty of rest and sleep right before the mission
   - Relocate calling setShiftType() (unless it is not a
     TravelMission) from requestApprovingPhase() in Mission
	 to performEmbarkFromSettlementPhase() in RoverMission.

## FIX
1. Avoid having multiple vehicle operators
   - Check if a person or a robot is the vehicle operator
     in OperateVehicle's constructors.
2. Avoid unneeded reclaiming of lost frames when loading
   from a saved sim.
   - Add setting excess = 0 inside the for-loop in
     ClockThreadTask's run() in MasterClock.
3. Avoid NPE in clearSpecificTask() and
   addTask() in TaskManager.
4. Avoid cyclic calling of endTask() in endCurrentTask()
   in TaskManager (also recursively calling of endTask()
   inside endTask() in Task).
5. Give a person the chance to do things other than the
   mission's driven task in takeAction() in Mind.
   - Add mission priority in Mission
   - Toss the dice to choose between getting a new task
     or performing the mission, with mission priority as
	 the probability modifier.
6. Avoid null study in getAssociatedSkills() in
   InviteStudyCollaborator.
7. Insert mission designation in MissionEventUpdater
   in MainDetailPanel when it's a DESIGNATION_EVENT
8. Avoid NPE due to null ScienceType in
   - getAssociatedSkills() & getAvailableResearchers()
   in AssistScientificStudyRsearcher.
mokun added a commit that referenced this issue Aug 9, 2020
r5314
2020-08-08

## ISSUES
1. #247
2. #265
3. #130

## PROJECT
1. https://github.com/mars-sim/mars-sim/projects/12

## NEW
1. Add is90Completed() in Task.

## FIX
1. Correct the time usage in ReviewMissionPlan
   - Call is90Completed() and add calling return 0 to consume
     time during the task.
@mokun
Copy link
Member

mokun commented Jun 27, 2023

It's still an open question as to what factors should be reasonably driving regolith and ice collection missions.

We have since done a number of things and experimented with fine tuning how these missions should be triggered.

We should close this thread now and ask more specific questions, based on what we've implemented.

@mokun mokun closed this as completed Jun 27, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

3 participants