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  1. Life On Laythe science mission Premise: Life has been detected in the deep oceans of Laythe. Mission: Launch a science mission to Laythe, and return science data from the floor of the DeGrasse Sea. This challenge is based loosely on the movie Astronaut : The Last Push. Rules: The Science data must be the results of a Mystery Goo experiment collected from the sea floor (not the surface) of the DeGrasse Sea returned to Kerbin and recovered Two kerbals need to go to Laythe and at least one kerbal must land or splash
  2. Hi, I'd like to edit the science lab (thus ModuleScienceConverter in some kinda a final patch to catch possible mods) in a .cfg to make it less OP. Few questions regarding ModuleScienceConverter : - " dataProcessingMultiplier = 0.5 // Multiplier to data processing rate and therefore science rate " -> If I tweak this down, say to 0.1 will this make research slower ? - " scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x " -> can I totally disable this feature ? And if yes, how... - " researchTime = 7 //Larger = slower.
  3. This is a probe expansion pack inspired by real missions from the mid-1960s to now. Including probe cores, engines, solar panels, and new science parts! Parts are inspired by (Including some replicas of) Voyager, Pioneer 10, Venera, Cassini, Mariner, Kepler, New Horizons, Juno, And more! Current working on the Viking Mars lander. IMGUR ALBUM To prevent issues, please remove any previous versions of the mod before updating CURRENT Branch - Github Repo Older Beta v0.16.1 Download: Please read the FAQ Also available soon (probably)
  4. I've been given @N3h3mia's blessings to officially support his excellent collection of Science Mods for KSP 1.x as he is currently unable to find the time to continue these. Please raise bug reports for this build to myself and not to N3h3mia. [ ] Official Thread (out-of-date)- overview and tutorial videos Micha's Development Thread- continued revision history, source code, bug reports, feature requests, help and support, ... NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there
  5. Interkosmos - Science Parts for KSP - Interkosmos includes 6 Science parts inspired by real experiment : Photopolarimeter, Photometer, Hydrometer, IR Spectrometer, GasAnalyzer, Crystallisation Facility The Crystallisation Facility is also a Crystals Generator, with electricity and time the part could produce 50 Crystals Unit (new resource). When you recover the part full of crystals, you win 5000 Really helpful for career! Download: Spacedock / Github Licence : Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
  6. (Formerly KA-330 and KEAM) Welcome to the release thread for Kerbalow Aerospace's inflatable / expandable modules parts pack! Please feel free to leave any comments, questions or suggestions you may have for this project. KEAM Features: 4x Unique Science Experiments Distributed Impact Detection System Deployment Dynamic Sensors Wireless Temperature Sensors Radiation Environment Monitor Kerbal Inventory System Storage Space Compatibility Connected Living Space Compatibility Tweakscale Compatibility
  7. [a part mod inspired by Luna, Venera, Insight, Sojourner, Curiosity, plus some convenience stuff] Introduction Hi there, space-traveler! Don't just stand there; come in, look around, try out our classic hot-pants - the originals, the best, famous around the solar system! And, welcome to... Aah, more interested in rocket parts, aye? Well, no matter, we got that too. As of now, our line-up consists of just two manufacturers of very essential cosmos equipment. Martin & The Probes The up-town start-up company Martin & The Probes was funded by the income gained from
  8. I wanted to build some sort of Duna Science unmanned space plane, to visit multiple biomes on Duna and send data back to Kerbin. I think a small Ion powered plane makes sense, but I’m not sure. Do you guys have any tips, suggestions? Has anyone ever tried this?
  9. The problem with science is KSP is that they science report will always be in the same weather the experiment is being blasters by rocket exhaust or heating in the atmosphere. Like why doesn’t a Kerbal EVA report is still the same weather that Kerbal is being blasted by rocket exhaust? Since KSP2 seems will have weather (I’m not sure and I could be totally wrong and incorrect) I’m hoping EVA reports and science experiments will be different. Because it does not make sense when the Mystery Goo is being blasted by Nerv Atomic Rocket exhaust and it the same as not being blasted by exhaust. So I’m
  10. The KSC is broke! Nobody knows how accounting made such an avoidable mistake, but somehow, spending has gone out of control and the Kerbals are in deep financial trouble. With investors pulling out, manufacturers cutting supply, and the constant pressure of continuous scientific advancement, the KSC will need a grand mission and an affordable price. The challenge- Launch a crewed mission to at least LKO, or another celestial body, in science or career mode, and gather science for as low of a price as you can. The rules- No alt+f12, HyperEdit, MechJeb autopilot (though MechJeb
  11. Heavy Science is a mod I've always wanted. It adds mass to any Surface Samples experiments that Kerbals take from the various planets and moons in the Kerbol System. Reviews to date: This Rocks! - Jeb One of life’s sample pleasures - Bob Background: This mod is my attempt to bring together a jumble of ideas liked having in my gameplay, while also learning a bit of OO Programming. My original idea was built by cobbling together various other mods to get the gameplay result I was after. (I posted that idea in this forum thread) I found it odd that surface samp
  12. Disclaimer: I'm asking something that may be beyond my current understanding But let's boldly go ... Is there any sort of guideline or requirement or standard for a part that will contain ModuleScienceContainer? Asked in another way ... if I was dreaming of a part mod that would have that module in it, are there physics-types of constraints on the part design that I should keep in mind?
  13. PLEASE READ THIS POST FOR INFORMATION ON THE FUTURE OF THE MOD SEP v2.7.1 This is a continuation of the mod originally created by @AlbertKermin, and now co-authored by him, myself, and @DMagic. I'm merely starting a new thread so that I (as a more active user) can maintain the thread as needed. SEP now runs on a custom science plugin, allowing much more complex science over time. (See the next post for more images!) Changelog: Mod Support: This mod has custom science definitions for CaptRobau's wonder
  14. Orbital Survey Plus Recent Update Detailed Notes / Thoughts Introduction Does the insta-scanning capability of the M700 Survey Scanner keep you awake at night? Are you thirsty for more realism but uninterested in complex add-ons that ignore or replace the rest of the stock resource system or add lots of parts? You might be in luck! Orbital Survey Plus is a light-weight mod that provides you with a more realistic and intuitive way to perform surveys with the survey scanner while still using the rest of the stock resource system. Gone are the arbitrary inclinatio
  15. Screenshots: Trailer KSP 0.22 ! source of inspiration for Kraken Science. This Part pack include many Science parts with report values: 2 Probe Core, LittleFrog and ScaRaB system with 1 monopropellant engine : 2 Strategies for your career: Download: SpaceDock Licence : Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) Installation : Please delete your old Folder before update! ChangeLog: -------------------------------------------------------- I'm Fre
  16. The Sword of Jebediah can support 139 Kerbals in living habitats and science modules. This can be upgraded if you attach more to docking ports for drop ships, rovers etc. Has back docking port for docking boosters or habitat modules to use as a space station. Has around a 2800+ m/s depending on ore/lq/ox on hand 1,440 kN Thrust with working gravity ring. Refuel capable. Would recommend smaller landers or even ore runners to supply for fuel. Action Groups (AG) AG0: Turn on Gravity Ring AG9: Lock Gravity Ring AG8: Turn on Converter and open doors AG7: Toggle Docking P
  17. Well, I'm currently trying to get more science in Kerbin. Lately I discovered that you can get "flying" situation under the KSC's mini-biomes (e.g. Kerbin's Launchpad, Kerbin's FlagPole, etc.). This was done by an accident: Moving toward the FlagPole at high speeds but low enough to not break any parts. And collecting science while doing so. However, any subsequent attempt to get to the "flying" situation (i.e. just don't touch the ground) would result me in taking the biome under it (i.e. Kerbin's Shores). I'm a Science hardcore, I'll go any lengths to extract science from a planet to
  18. Starting a science mode series! My discord server: https://discord.gg/4d7PSyG
  19. (Formerly KA-330 and KEAM) Welcome to the development thread for Kerbalow Aerospace's inflatable / expandable modules parts pack! Please feel free to leave any comments, questions or suggestions you may have for this project. KEAM Features: 4x Unique Science Experiments Distributed Impact Detection System Deployment Dynamic Sensors Wireless Temperature Sensors Radiation Environment Monitor Kerbal Inventory System Storage Space Compatibility Connected Living Space Compatibility Tweakscale Compatibility
  20. I think the answer is negative but I'll ask: How can I transfer a single experiment from one science container to another container or to a Kerbal on EVA? How can I close the experiment review window without clicking "keep experiment" repeatedly? One way: enter and exit "edit action groups" This is so dumb it hurts.
  21. A simple challenge! I looked around the forum and asked Google-sensei and incredibly, nobody seems to have codified this into a proper challenge. If someone does find the "original" thread, please notify me and excuse me for missing it (I bet it's on like page two and I'm blind...). Anyway: The challenge is simple to describe and judge, perhaps less simple to execute: Complete the stock technology tree without undertaking any interplanetary voyages! To submit an entry, simply share your save file (e.g. persistent.sfs or any quicksave SFS file). If it loads a full technology tree and
  22. Nehemiah Engineering Orbital Science Development Thread This is Micha's development thread for the Nehemiah Engineering Orbital Science mod collection originally by @N3h3mia. This thread will continue until such a time as Nehemiah is able to resume work on his mods. Please use this thread to discuss ongoing development, raising bugs, and testing pre-releases. The release thread is probably better to discuss the current stable release and general gameplay questions. I hugely appreciate people testing these builds and posting any bugs, feature requests, balance suggestions
  23. Current version: 1.0.2 for KSP 1.6.x License: CC Attribution Share Alike 4.0 International ---------------------------------------------------------------------------------------------- I've been using this part for awhile now since the stock one is way to big for some rovers and pods and I don't like to take up so much space to return multiple copies of an experiment. Anyway I searched all over for something that would work and this is all I was able to find and it was way out of date and did not function with 1.5.1. The mod was originally made by Talisar but he has not
  24. PRE-RELEASE Beta Testers & Translators Wanted specific question - does it work with 1.7.3? Download on SpaceDock, Github or Curseforge. Available on CKAN. Biomatic This is the new thread. Original thread here. A utility to allow easier science gathering in orbit, by automatically de-warping when entering a biome which hasn't been listed. . Simple biome identification, notification, tracking, and warp stopping. adopted for curation by @zer0Kerbal — originally by @Biff Space The Biomatic sensor identifies the biome that the ship is in / above, an
  25. Autonomous Lander for the Kerbin subsystem with a 3 Crew capacity and 3300m/s of delta V in vacuum. Can be set up in Career game with a Tech level 6 requirement only (for the Cheetah engine and the Mk1-3 Command Pod). Mods used : Restock, Tweakscale and Nebula Decals. Also variants can be set up to bring this lander to other celestial body: here Moho. A dedicated nuclear craft brought the lander at a 500km orbit. Note : the conical fuel tanks which collide with the main cylindrical one have been emptied to prevent
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