Scott Davis - 2011-09-07

Fellow mars-simmers,

I think this may be the last development progress report before the
3.01 release.  I think the development is basically finished for what
we were planning for this release.  It will just be a matter of
cleaning up some of the development artifacts and preparing for the
release.

The following settlement templates have been created:

* Trading Outpost - A spartan, four-person settlement built from
Martian-produced materials that is designed to facilitate trade
between other far-ranging settlements.   It is not designed to be
self-sufficient and lacks manufacturing or food production (although
those could be constructed later).

* Mining Outpost - Similar to the trading outpost, but adds a
manufacturing building and a mining lab.  It is designed to be
constructed in mineral rich areas and trade with larger settlements
nearby.

I've added the following buildings (some of which are used in the
above templates):

* Small Areothermal Well (added previously)
* Large Areothermal Well (added previously)
* Outpost Hub
* Storage Shed
* Loading Dock Garage
* Mining Lab
* Inground Greenhouse

SVG images have been created for the new buildings along with their
construction stages.

The default settlement configuration for new simulations have the
following settlements (West to East):

* Olympus Scarp (Mars Direct phase 2)
* Pavonis Mons (Mars Direct phase 3)
* Goddard Trading Post (Trading Outpost)
* Canyon's End (Mining Outpost)
* Lowell Trading Post (Trading Outpost)
* Alpha Base (Alpha Base - Mars Direct phase 4)
* Schiaparelli Point (Mining Outpost)

The default settlements produce a curved line from North-West to
South-East, each within trading/travel distance of the settlements
next to it.  The default simulation starts with a total of sixty
inhabitants.

What do you guys think of this default simulation configuration?  Is
it too much?

I made some modification in the goods valuing code related to
construction/salvaging.  The people are back to being active salvagers
again, but I think the code is correct and it also allows them to be
more active in construction as well.

For preparation for the 3.01 release, I'll need to revert David's
mouse-dragging feature on the navigator tool map since it's not fully
functioning yet.  Christian, were you planning on continuing work on
the Castor configuration for the sim?  If not, I might remove the
config and services packages since they depend on a lot of third-party
libraries that we're not really using and just make the download
larger.

I will be away on vacation next week, so I'll probably not be able to
do the release before that.  I'll see if I can put 3.01 after I get
back.

Take care,

Scott Davis
Mars Simulation Project
http://mars-sim.sourceforge.net
scud1@users.sourceforge.net