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  1. 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?
  2. 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.
  3. 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 has no records of interplanetary voyages (i.e. no experimental results or points for recovery of a vessel from any destination outside Kerbin's SOI), it wins and you get a cool badge. Tiers: Lax version: Do not enter the SOI of any planet other than Kerbin. Feel free to visit any place on the surface of Kerbin, the Mun, and Minmus, any orbit of these, or any part of Kerbin's atmosphere as many times as you like, but not the surface, atmosphere, or space in the SOI of any of the other planets or their moons. Breaching into orbit of The Sun is permitted, though experience tells me this doesn't help as much as one might hope. Science from mobile labs is permitted. Any and all mods are permitted, but use of HyperEdit or a similar mod to set orbits, manually alter Science points, etc. is not permitted. Using debug cheats to set orbits or edit Science points or similar progress is not permitted. The technology tree can contain mod parts or additional nodes, but all of the stock nodes must be where they are by default. Science rewards must be at a maximum of 100%, starting Science must be at a maximum of zero, etc. The game mode must be either Science or Career. Standard version: All above rules, but "gameplay mods" are restricted: mods that alter the technology tree so as to provide additional Science parts or otherwise provide additional ways of gathering Science points are permitted to be present, but your save file must not contain results from any such parts or activities. Strict version: All above rules, but the game mode must be Career, difficulty settings must not be made easier than those in Normal difficulty mode, and no craft is permitted to leave, nor can Science data be obtained in any way, from outside of Kerbin's SOI. This includes asteroid and comet visits and use of the SENTINEL infrared telescope. Mods that alter the technology tree are permitted, but only on the condition that no part from any such mod is unlocked before the entire stock technology tree is unlocked (though not all of the stock parts need be purchased). Extra strict version: All above rules, but no gameplay mods are permitted (i.e. only visual mods, performance mods, input mods, and similar are allowed). Science from mobile labs is not permitted. Extra extra strict version: All above rules, but no DLC is permitted for use, i.e. no DLC parts may be used and no Science points from Breaking Ground surface features may be obtained, though having the DLC installed is allowed. Please let me know if you find a cool exploit or other flaw in these rules. As I cannot commit to staying active in this thread and devoting time to judging submissions indefinitely, I encourage people to examine one another's save files for violations and courteously point them out. Honest attempts that fall short in some minor way still have a chance of qualifying, perhaps at a lower level or as honorable mentions, but egregious cheating is discouraged unless for the purpose of humor rather than as an official entry. Lastly, to prove that this challenge isn't bonkers or an expression of sadism, here is my own entry, which satisfies the requirements of the Standard version and some, but not all, of the requirements for all stricter versions: save file
  4. 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 an ugly part clipping.
  5. INTRODUCING THE RSV DOLPHIN The RSV (ReSearch Vessel) Dolphin is the Proverbial 'Big Mama' of long range research and experimentation featuring Premium QualityTM Cabins For scientists and Researchers away from Home. Just look at how happy they are! Craft Link; craft file here Hopefully in the future I hope to put this badboy on Laythe as Mobilebase/Refueling Station for seaplane SSTOs But I don't have the talent or skillz to get her into orbit let alone over to Laythe, any help would be appreciated ~Chad
  6. Solar Science (SOL) Salutations! May the sunlight always be upon you! This science addon that adds two Deep Space Solar Experiments (STEREO and SOHO) to Kerbal Space Program. By zer0Kerbal, originally by Snoopy20111 adopted with express permission and brought to you by KerbSimpleCo Preamble by Snoopy20111 Remember to Praise the Sun! See More Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Youtube review by Kottabos Gaming Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Suggests Biomatic (BIO) Biome identification, notification, tracking, and warp stopping. Kaboom! (BOOM) Another way to not go to space today! GPO (Goo Pumps & Oils') Speed Pump (GPO) On Demand Fuel Cells (ODFC) ProbiTronics (PT) Supports Either 3 Module Manager Module Manager /L Contract Configurator red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Snoopy20111 for creating this glorious addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
  7. This mod seeks to expand the science lab system. It currently adds a smaller, one-kerbal lab, and a 4-in-1 science package. Currently uses stock meshes since I suck at 3d art . Works for KSP 1.8.1 and up See Github for downloads. Github: https://github.com/toshnika/LabsPlus/blob/master
  8. (Firstly, let me add a disclaimer that I'm writing this late at night based on a rambling note I made on my phone at like 1am the night before, so bear with me if this starts to lose coherence.) Something I've found rather dissatisfying about the base-game science system (ignoring career, which I have other issues with) is that there's generally no point, mechanics-wise, to keeping a scientific mission in its final orbit after you fire off all your experiments. No reason to keep that first crewed orbiter in orbit for more than it takes to click "save crew report", no reason to go for an orbital probe rather than a landing or flyby, and definitely no reason to have more than one probe in the same place once you've gotten all the science parts unlocked and figure out how to cram them all in one craft. The idea I've had to solve this involves two major systems being added to the game: Having science parts that can continuously log data, returning science based on the amount of data logged Having events that occur that can be observed through a variety of means for science gain The first system gives a big reason to have something stay active in the same situation, by providing a direct reward based on how long it stays there. Rolling-recording imaging probes, microgravity-effects-on-Kerbals studies, and However, the gain needs to be asymptotic (increases towards by an ever-decreasing amount, never exceeding it) to some amount (such as 2x the science from the base experiment), to prevent someone from being able to unlock the tech tree with a Stayputnik, a solar panel, a 2HOT, and timewarp. How these data logs are returned can be an additional system, providing new choices to be made, with relative advantages and disadvantages of any method. (One example could be sending data in large batches vs sending it back continuously.) The second system would be a fair bit more complex. The core idea is that there are numerous events that can occur - eclipses/transits, magnetic field changes, solar flares, impacts, celestial events such as supernovas, etc. - that, if "seen" by an actively-logging science part, provide large science bonuses. On top of this core would be several layers of complexity. Firstly, the larger the variety in the parts used to observe the event, the greater the return (within reasonable bounds of what can be used for observations, of course) - observing a solar flare with a visible-light telescope wouldn't provide as much data as observing one with that plus a magnetometer logging the effect it has on Kerbin's magnetic field. Secondly, using multiple of the same part to observe the same event can also increase science gain, based on factors such as distance between them - observing a magnetic-field fluctuation with several satellites in various points around Kerbin would give more science than an observation with just one. And finally, there'd be two main types of events: ones that are brief (<5 seconds) and/or unpredictable, and ones that are long (several minutes at least) and/or predictable. The former would generally be things easily observable by automatic instruments, while the latter may often require manual observations. In either case, when an event is logged, the player would be given a notification in some manner, indicating what was observed by what instruments on which craft and allowing the science yield from the data to be gathered. I'd love to see this system in a mod, but sadly, I don't have the skills to make that happen, so I'm kinda just throwing this idea out there to see what people think ^^;
  9. RELEASE Translators Wanted specific question - does it work with 1.12.3? Download on Curseforge, Github or SpaceDock. 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 by @zer0Kerbal — originally by @Biff Space The Biomatic sensor identifies the biome that the ship is in / above, and shows the information in a small text window. Optionally the ship's situation (high / low space, high / low flight, landed, splashed) can be shown as well. Biomes where science has been done can be added to a list, which is used together with a kill warp option to de-warp the ship when entering an un-listed biome. The list of biomes can be per-vessel, or global. It is integrated with the stock toolbar by default, but can be configured to use blizzy's. (Change 'stock' to 'blizzy' in the config file). The Biomatic Part The Biomatic part is found under the science tab. In career or science mode, it is found in the 'Space Exploration' node of the tech tree - this must be researched before Biomatic will work, either as a part or as a Module Manager add-on to command pods. Module Manager Patch(es) adds Biomatic to any command module or probe core [OPTIONAL] makes Start the techRequired for the Biomatic part Dependencies Kerbal Space Program Module Manager ToolbarController ClickThroughBlocker Suggests Toolbar (Blizzy's) Installation The Biomatic folder needs to be unzipped and put in your KSP\GameData folder: Feedback Any comments and suggestions for improvements are welcome, as are reports of bugs / problems - please let me know what you think. Licence Biomatic, its associated files and the source code are all released under the GPLv3 license, text here: http://www.gnu.org/licenses/gpl.txt. Original: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Thank you to @tinygrox for pushing the localization code! v1.3.2.0 original: 11 Aug 2018 0K updated: 02 Feb 2020 zed'K Source: GitHub License: http://www.gnu.org/licenses/gpl.txt.
  10. So I put together a rover to collect some Science from around the KSC, and I put four Experiment Storage Unit's on it so I wouldn't need to recover it constantly. I had also had four of each experiment I was bringing, so I expected them to all get collected. Then I noticed X Science was showing I couldn't run an experiment any more, despite the fact more runs were in fact required to fill the bar and enough science parts were present, so I checked the experiments. Turns out some of them had failed to collect. Thinking about it, this had also just happened while I was collecting the atmospheric analysis science from Kerbin's upper atmosphere with a totally different craft. Best I can tell, this is because I had all the Experiment Storage Unit's on an action group together, and they must have all collected from the same part at the same time. New since 1.8.1 as far as I know. While I have mod's installed, which is why I'm putting this here, I do not believe them to be at fault. Any experiment + 2 action grouped Experiment Storage Unit's on a craft should allow this to be replicated EDIT: Actually, it looks like they need to be on the same stage - so no decouplers in-between. Maybe. EDIT 2: Figured it out- this doesn't work with the Science Jr. or Mystery Goo. Haven't gone up to 1.9 yet, so I can't speak for that.
  11. I present my newest invention: A stock aircraft called Science Rover truck! It was initially developed UKRDF Ground Vehicle Company at the time of the Two Year War, it is a vehicle of choice for most science expedition groups. Originally built as an APC, It is a versatile vehicle that can carry up to 3 passengers. It is quite fast, being able to reach up to 30m/s, and with the help of its toggleable SAS units and a low center of mass, it can be very hard to topple over. High composite materials, and reactive front and hind armor provide great shock protection. As well as that, it can hold a lot of scientific apparatuses, and also features an interior! Last but not the least, the Science Truck features a close-able door at the back. Built in the SPH in KSP version 1.8.1. Right now I only have this image, but more are soon to come with more angles of the craft. Download Link -> DOWNLOAD CRAFT I am always open to suggestions, so feel free to post suggestions below. Also, please report any technical problems that you may find with the craft.
  12. Hello everybody, can anybody explain, why I am getting 40% transmit bonus on science data transmitted directly from KSC launchpad? I am using only Comunotron 16(-S) antenna, transmitting Mystery Goo or Thermometer data and no other vessel or satellite is in the game. I haven't installed any game mod. I've read many wiki pages (of course https://wiki.kerbalspaceprogram.com/wiki/CommNet and https://wiki.kerbalspaceprogram.com/wiki/Science) and I've searched for information here on forum and generally on the www, but all I found is that the transmit bonus applies only while transmitting through any relay antenna. I think that this isn't my case. I suppose the transmission goes directly from the vessel to the KSC. Can anybody explain what's going on here? Thank you!
  13. I hope I won't be accidentally double posting this, but I do not remember sharing my idea for a more involved Career/Science System I made half a year ago. The following could potentially be handled as a mod, but I am hoping with some feedback and refinement, it could be worthy of a future update since Career Mode and Science desperately need changes. The following Science Manifesto tackles that, along with changes to the Admin Building and Tech Tree. Copied from a PDF I wrote: THE SCIENCE MANIFESTO: CAREER OVERHAUL SCIENCE TYPES Instead of a generic “Science”, it would be split into 3 science types or “currencies”: Biology, Chemistry, and Material. Different science experiments can provide a varying degree of each. Generic instruments could provide all three, while more specialized would only provide one or two. The purpose of the different science currencies would still be used to unlock tech nodes, which now cost different amounts of each. It could also be used for contracts or for events (more on those later) Biology, Chemistry, and Material Science CHANGES TO EXPERIMENT RESULTS Experiment results are no longer abstracted. You no longer receive a ScienceDef result immediately after running an experiment. Instead, you receive one of two new result types: Data or Sample Data: Functions very similar to how science results are treated now. Experiments that generate number values (Thermometer, Barometer, etc.) will create a “Data” result. Data results can be transmitted via the CommNet system Samples: Experiments that collect a physical substance (Drills, soil scoops, gas chromatographs, etc) generate a “Sample.” Samples cannot be transmitted via CommNet, but you can run a second experiment on a Sample to convert it into Data, which you can then transmit. Converting a Sample into Data destroys the sample, leaving only the Data result. One sample could be run through different experiments and be converted into different kinds of data. Here could be some Sample Types: Atmospheric: Air or gaseous substances collected anywhere on a planetary body Soil: Ground sample collected anywhere on a body while “landed” Rock: Geologic sample collected from either specific biomes or from terrain scatters Liquid: Collected while “Splashed Down” Particle: A more complex sample that could be collected anywhere in the solar system. Such as solar wind plasma, Neutrinos, comet tail particles, etc. Samples can be collected and stored or moved. I am thinking is a KIS-style manner, where each takes up space and has mass. Different storage parts could be made to storage different kinds of and/or amounts of samples. Parts could be configured to spawn with a sample already in its inventory, such as to ship experiments to orbital labs (Plant growth, Material bay, etc.) Upon either transmitting, or returning the sample you will receive a science notification. The menu for this can be set very similarly to how contracts are now. An icon on the GUI can be added for science result logs and would flash once a new result is obtained from either a transmitted Data result, or a completed research project (See: R&D Building, Science Teams). It is from the new menu that you will obtain ScienceDef results, instead of when the experiment is first run. SCIENCE PART TYPES Science parts can now be more specialized. Parts could even be used only to collect samples, without providing any data, or to do both: Collector: These parts could run and generate a sample depending on the condition and biome of the craft. The Sample is added to an internal inventory where it can be moved to be worked on. Film Camera: Takes images and generates a “sample” film that must be returned Digital Camera: More advanced Camera that can develop or take digital pictures which are created as “Data” instead Instruments: These science parts take measurements of the environment or craft conditions, which are created as “Data” Labs: Lab parts take an input Sample, examine it (destroying it in the process) and converts it into “Data” that can then be transmitted R&D BUILDING The R&D Building now has four sections instead of the current two: Archives: Functions as it does now (Or can be removed) Warehouse: Stores samples collected during missions that return to Kerbin. Samples can be discarded sold, or moved to the Research Lab for analysis. The Warehouse Inventory can be accessed from the VAB/SPH or nearby in the world (Like KIS) to transfer returned samples back to a craft, if needed. Research Lab: Science teams in the research lab can analyze samples from the Warehouse for a much greater science return than in-situ experiments. You can run an in-depth analysis for each of the Science types (Bio, Chem, and Mat). Each analysis destroys the sample as part of the research, and subsequent runs of the same analysis on samples from the same biome yield vastly diminishing returns and/or take longer. In addition to increased science returns, sample research/analysis from a Research Lab has a chance to trigger an event. Events can be beneficial, detrimental, or preferably provide a number of player choices. For example, a sample from Duna could be found to potentially have micro-organisms. You could have the choice of exposing them to radiation or some other substance. Each choice would have an associated cost and either a randomized result, or a specific one depending on the sample and the Event. Events can be wildly different with different choices, and the percentage of each could be adjusted as to be less randomized. Development Lab: The development lab is the Tech Tree/Technology tab as it is in stock today. A couple of changes are that, like sample analysis, each node takes time to research. The cost of each node will now be one or more of the three new science types; depending on what it unlocks. Nodes for structural parts can cost more Material than other sciences, electrical or propulsion can cost more Chemistry, while manned or life support parts could cost more Biology. Other desirable changes to the Tech Tree system could be implemented here as well. One such change is using nodes to unlocked upgrade technologies and not necessarily “parts” alone. Nodes could even research KSC building upgrades, or Kerbal abilities. A tech node can unlock a part such as a manned capsule. The capsule has built-in RCS and auto-pilot but both are locked. Two nodes later on the tech tree could then “unlock” the ability for new crafts with that capsule to use each the built-in RCS, or its probe core. SCIENCE TEAMS Both sample research and tech node research now take time and funds. Each active research takes a certain amount of funds per day to maintain research. Providing Additional or reduced funding will affect the time it takes to complete each project. Funding would be managed from the Admin Building, along with any other R&D Policies. Research Projects are done by Science Teams. KSC has one Science Team by default, plus one per level of the R&D Building for a total of four teams at the highest level. A science team can be assigned to either research a sample, or a tech tree node. Starting out, you may have both teams analyzing samples for early science gain, and then switch both to research tech nodes once enough is obtained. MOBILE PROCESSING LABS The MPL and other parts like it will function very similarly to the R&D Building in that it provides you with the same three sample analysis options. Instead of requiring funds, MPLs need to be crewed and provided with power (and maybe eventually life support). Each MPL will provide a new science team. The efficiency of the MPL will be based on the Kerbals’ experience, and the results based on the location similar to stock now. Perhaps MPLs could also research tech tree nodes, especially if the tech tree is expanded. EXPERIMENT RESULT FLOWCHARTS The following are flowcharts to show the process for running experiments and obtaining science. INSTRUMENT EXAMPLE In this example, a simple instrument part is run. This generates a “Data” result, which can then be transmitted via an antenna, or returned for the same science gain. COLLECTOR AND LAB EXAMPLE This example shows a part used to collect a sample which is optionally returned to KSC, ran through and X-ray “lab” experiment, or a centrifuge. You would need to gather three samples with the soil collector in order to do all three options. MULTI-SITE AND MPL EXAMPLE This more complex example shows the many options from collecting a sample physically with a Kerbal and then processing it through multiple different experiments. It also shows a possible Event triggered by running a sample analysis in the MPL. I know it is a lot, but any thoughts or feedback?
  14. Hi guys, I picked this game up on the last Steam 75% sale and it's really addicting. I'm having a blast. I started a career, and landed on the Mun for the first time yesterday, which was so cool. My first lander had all the science I had unlocked with it, and the full price to get it there was around 43k. This feels so expensive since my Mun orbiter for tourists is only 25k. How cheap can I get a science lander to the Mun to hit the biomes? Any thoughts on my design that I can improve? Thanks! Here are some images. https://imgur.com/a/uv6Ent0 I can get to orbit with boosters, and empty the lower stage tank to get Lower orbit, then burn for Mun intercept. If a poor launch, I might be a couple hundred Dv short. If I land without mistakes, I have 300-400dv of fuel left in lander, but if I have troubles, I can easily burn through that.
  15. This is my first craft thread, so advice would be welcome if I am in conflict with any conventions. LKO stats have been adjusted for 1.8 aero changes (improved performance for this craft). Big Plane to Anywhere (figuratively) https://steamcommunity.com/sharedfiles/filedetails/?id=1875714661 (Nice try, Bill, but I don't think this is what they meant by "long range ISRU craft"...) Well, it's been a long time coming. I'm mainly a rocket guy, but when I do find myself in the Spaceplane Hangar I very easily get obsessed with fiddling with my designs, more so than with the rockets. Anyway, I think I've finally gotten this to the point where I no longer have to be ashamed to put it in view of the public. Let me know if I'm wrong! If I'm being honest, the series of planes that this is a culmination of probably began life as the concept, "like my first spaceplane, only bigger". But eventually an actual mission materialized: to carry a scientific exploration team to Laythe and (almost) anywhere else with a complete science package and ISRU that wouldn't take months to refuel with. One development I'm a bit proud of was the realization that I could attach radiator panels to the reaction wheel that was adjacent to both of the drills and the refiner, elegantly taking care of all my core heat xfer needs. This development allowed me to finally have a truly streamlined airplane, since I had formerly had medium TCSes attached to the exterior. Two panels and two small TCSes have less than the mass of one of the two medium TCSes, let alone the aerodynamic improvement! The small TCSes (middle of picture) are for actual part cooling, and aren't necessary, but having at least a little active cooling capability is handy from time to time, e.g. cooling off during a multi-orbit aerocapture. (The panels are terrible at non-ISRU cooling in general, and the ones on this vessel in particular are nearly useless at it.) The construction of this spaceplane does not use offsets at all, nor any part clipping aside from the wings tilting into the nacelles. This was a design choice. Table of Contents: Statistics: immediately below the table of contents Atmospheric flight characteristcs: Balance; Lift; Takeoff; Ascent; Reentry; Landing: approach, normal, water, parachute Vacuum flight characteristics: Takeoff; Landing Miscellaneous: Docking; Adjusting balance; Water landing; Water movement; Design choices Edit history Postscript (action groups) Statistics: —Parts: 100 —Mass: 111.35 tons (57.15 dry) —Cost: 401.29 kilocredits —Vacuum Delta-V: 4.6k to 4.7k depending on if you have oxidizer or nothing but liquid fuel. (counting ore tank, since you can refine it into fuel) —Engines: 4xRAPIER, 4xNERV (0.25 TWR on NERVs if the LF/Ox tanks are empty) —Landing gear: 2xLY-60 in rear; LY-60 and LY-35 in front. (35 for better taxiing and runway takeoff; 60 for rougher terrain and lower takeoff speed) —Mining: 2x large drills, large converter, 2x smallest ore tank, M4435 Narrow Band scanner, Surface scanner (Surface scanner can refine M4435's results) —Science: all experiments; 4 places to put science in addition to the lab (Cockpit, probe core, 2x storage unit) —Communications/Control: Communotron 88-88 (normal direct antenna); RA-2 + RC-001S (with one pilot, can control a probe that lacks direct CommNet connection) —Docking: 1.25m only; no RCS. See Miscellaneous for tips. —Airbrakes?: Yes, 4. Retract before landing. —Parachutes?: Yes, 6 plus 2 drogues; positioned to be moderately rear-heavy, but this is adjustable via fuel movement. Enables safe landing in any terrain or water. —RTGs?: Yes, 8; can permanently run lab and SAS at full strength —Fuel cells?: Yes, 3; can permanently run drills and refiner at full capacity —RCS?: Sort of; 6x Vernors under the nose to assist takeoff/landing in airless environments —How much delta-V is left after making LKO?: Even a pilot worse than me should reliably get to LKO with 24-2500m/s remaining before the +203 from refining the ore tanks. My best so far is 2667 (2870) and I seriously doubt this cannot be bested by an actually talented pilot. Test flight landed on Minmus with 1213 dV remaining. Also goes direct to Mun. —Amphibious?: Yes: can land in water on parachutes or aeronautically, and can take off from water (but only below 25% fuel). See Miscellaneous for details. Atmospheric flight characteristics: —Balance: The center of mass is almost exactly on top of the center of lift both full and empty, in the back half of the rear cargo bay. (About 16.3m from the front of the 26.8m craft, or about 61% of the way to the back.) If you want the CoM to move forward after takeoff, you can lock the tank behind the cockpit (this LF should not be needed to make orbit). This also can help counteract the already mild tendency to nose up at high speed (see below). See Miscellaneous for a tip about rebalancing the craft. —Lift: Tendency to nose up or down while SAS is off is not violent at any speed; very slight down at low speed (<200), a bit up at high speed (300-1000), and very slight up up during final speedrun. —Takeoff: Fully loaded, it can be lifted off the runway at 83m/s (lower on rough terrain due to upslopes) on main wheel (100 for smaller wheel). Consider using the small wheel on runways or flats to gain more speed before liftoff (due to lower angle of attack while on the ground). Left to its own devices it lifts off at the end of the runway at about 99m/s (112 for smaller wheel). —Ascent: After the 1.8 update, it no longer has to stop ascending to break the transonic speed hump. My flight plan, which may or may not be optimal, is: Set at 5° above horizon; it will gradually dip a bit to 2-3° but recover by itself. After going supersonic it will tend to slowly climb in attitude; stay at 5-7° until about 15km altitude, then begin dropping to 2-3° in order to extend final speed run in the 18-22km altitude range. (If you're feeling lazy, you can just let SAS do its thing all the way to 1000 m/s or so.) Activate NERVs when RAPIER thrust falls below 200kN. By the time thrust falls below 60kN you should be around 1500m/s +/-50; switch to rocket mode when jet+NERV acceleration is unacceptably low and aim for the top of the prograde circle (or a little higher or lower, to taste). When oxidizer runs out, drop to prograde lock; the NERVs should be able to maintain or increase your time to apoapsis. —Reentry: It's recommended that fuel be moved foward to the tank behind the cockpit for reentry for extra stability. For example, in testing, given a 100kmX15km LKO reentry orbit and only 500 units of fuel remaining, a neutrally balanced craft struggled to maintain a 40-45° pitch without using airbrakes, while a craft that moved that same small amount of fuel forward had no trouble. It should be noted that the balanced craft had no trouble with a 30-35° reentry profile. 1000 units of fuel (~10%) balanced forward is enough for a radial out pitch to stabilize forward instead of flipping out. Use caution if returning from other celestial bodies; it's not recommended to dig deep into the atmosphere on the first pass without decelerating first. —Landing approach: If airbrakes were used, retract prior to landing as the bottom ones may be destroyed otherwise. Perfect balance and generous control surfaces make it relatively maneuverable for a Mk3 spaceplane. Since it takes off near empty at 53-60 m/s (on big/small front wheels) the stall speed on low fuel should be similarly low unless I'm mistaken. —Landing normally: Try not to touch down at more than 5m/s vertical speed. The fairly wide rear footprint means it should be pretty stable and modest testing has borne this out. —Landing in water: This plane is capable of a safe aeronautic landing in water, which was successfully tested at 25% fuel, but parachutes are recommended for landing in water or very rough terrain. —Landing on parachutes: Even heavily loaded with fuel, this vessel can land safely on its complement of parachutes, but use of engines to help soften the landing is encouraged. The Abort action group opens doors for the parachutes and triggers them. Vacuum flight characteristics: —Takeoff: Fully loaded and on a flat surface, the Vernors are not quite strong enough to lift the nose for vertical takeoff in Munlike gravity. Instead, get forward motion and it should be able to lift off shortly with the help of the thrust attitude, especially if the vehicle runs off the top of a hill. Use of RAPIERs is recommended unless terrain is very flat. —Landing in vacuum: dV can best be conserved by a "reverse takeoff" posture, where final approach retains some horizontal motion while vertical motion is very low, but this is not easy. It is probably more practical to descend on the engines rocket-style, and then transition to horizontal when near/on the ground (fall on the wheels). This has been tested on the Mun. Be careful to keep the plane level (don't let it roll on its side or you may lose a wing). The Vernors can slow the fall of the front end, but this should not be necessary in Munlike gravity. Miscellaneous: —Recommended docking procedure with this vessel is as follows: 1. Rendezvous; 2. Make a close approach (50 meters dock-to-dock* or less), then cancel relative motion; 3. Align to the desired docking port, and accelerate a little for final approach. This technique has been highly successful on larger versions of this vessel docking with still larger vessels. *(Bear in mind that when approaching tail-first the engines are almost 27m closer to the target than the docking port, and flipping tail-to-nose will bring the docking port of this craft when normally balanced 32 or 33 meters closer to the target due to where the vessel's pivot point is. A dock-to-dock separation of 50m would mean a real distance facing away of 23m and 17m after flipping). —When altering the balance of the craft (e.g. to put the CoM more ahead of the CoL), keep in mind that adding fuel to the rear and front LF tanks in a 2:1 ratio will be approximately neutrally balanced, i.e. will keep or return the ship to close to its starting balance. —Water landing (via parachute) was tested on Kerbin at 75% fuel. If your splashdown attitude is close to vertical, your docking port may be at risk of destruction as you rotate down, but this can be prevented by using the Vernors to slow your fall. (Presumably similar precautions should be taken if landing on Tylo.) —The top speed in water is 38.7 m/s when full. The top speed on low fuel is uncertain because during testing the plane unintentionally took off. In subsequent testing, the vessel was able to intentionally lift off when top speed in water was about 70 m/s, when fuel fell to between 20 and 25%. (Highest speeds were obtained when fuel was moved forward and SAS set to prograde.) —Why the precoolers? Although the shock cones more than meet the needs of normal flight, I like the idea of having strong static airflow for those, ahem, "off prograde" situations. They are also handsome. —Why the everything? This design was not arrived at minimalistically; I'm sure there is a lot you could cut, starting with the rear parachutes and airbrakes. But I wanted a feature-rich craft, and those are features, and it is Minmus capable, so there. Having said that, I do still welcome criticism if you think anything is too blatantly unnecessary. —Why no offset? I just didn't want to use offset; a little bit to neaten up the often messy intersections of aerodynamic parts is okay but I often see it used in a way I think of as exploitative. So in a way the only minimalistic thing about this design is the offset and part clipping, which was a design choice. —After the 1.8 atmospheric changes, this plane can actually fly on a 3R+3N configuration, but taking away two nacelles worth of LF completely negates the benefit. It's slightly less dV, significantly less TWR, and a more annoying ascent path; why bother? Well, I could probably just yank one jet off the regular design (keeping 4 NERVs) and limp to orbit, but the dV gain (112 I think) is, while noticeable, quite modest and I would be nervous about sending it to Laythe untested with that much less atmospheric performance. So, how do you like the plane? How do you like the post? Comments and questions welcome. Edit history: 1.1—9/28/19: Added vacuum landing notes. Added "Miscellaneous" section. Made major changes to vehicle (reduced RAPIERs from 6 to 4, replacing two Mk3 side pods with four Mk1 side pods). Edited text accordingly. 9/29/19: Added Minmus picture. Edits to vacuum landing notes and other things. 9/30/19: Swapped location of RAPIERs and NERVs (reducing tailstrike risk); minor text edits. 1.2—10/4/19: Minor adjustment to front wing AOI and location; small but critical adjustment to rear wheels to eliminate drift on takeoff. Added location of CoM to "Balance". Added "Takeoff"; edits to "Ascent" and "Landing Characteristics".) Finally changed top picture to reflect new version of craft. 1.3—10/5/19: Added "Communications"; added more detail to CoM location, "Lift", and "Takeoff"; added RA-2 to vehicle and replaced bottom pair of shock cones with NCS tanks. (Reduced cost by 3300, increased wet mass by 0.91, dry mass by 0.11, part count by 3) 1.4—10/10/19: Updated "Landing in vacuum" to reflect finally testing Mun capability; added "Takeoff in vacuum". Removed 1 fuel cell (3 remain) in the belief that this was enough for even maximum ore concentrations, subject to review; please let me know if this is found to be wrong. 10/11/19: Added water landing/movement/takeoff details. 10/13/19: Added postscript. 10/15/19: Added table of contents. Reorganized flight/landing characteristics. Added detail to docking. Updated photos (10/5 changes), minor text changes. 10/16/19: Added "Reentry", minor edit to "Ascent". 10/22/19: Altered commentary on small TCSes. 10/23/19: Removed Z-4K battery after finding a way to mount the drills on the reaction wheel and still fit them through the cargo doors. Added small ore tank for symmetry in new location. (Cost reduced by 4.2k, mass increased by 0.675t wet but reduced by 0.075 dry. Battery capacity reduced from 5710 to 1710.) Updated cargo hold picture. 10/26/19: updated "Ascent" to reflect 1.8 aerodynamic changes. Redid Minmus test—new photo. Postscript: the action groups: 1: RAPIER toggle (on/off) 2: NERV toggle (on/off) 3: RAPIER mode swap & air intake toggle (open/shut) 4: All cargo bay doors toggle (open/shut) & small thermal control system* toggle (deploy/retract) 5: --- (nothing) 6: Drill toggle (deploy/retract) 7: Surface harvester toggle (on/off) 8: Fuel cell toggle (on/off) 9: Obtain all possible science, including crew report 0: AIRBRAKES toggle (deploy/retract) Lights: default (all lights turn on or off) Landing gear: default (all landing gear extends or retracts—note that this is NOT a toggle) Brakes: default Abort: The top cargo doors open and all parachutes deploy. It's possible that some parachutes won't deploy if the doors aren't already open; just press the button again. *(Note: the interior thermal panels are always on by default)
  16. Hello everyone. Following a reddit thread, let me post here some thoughts about the current science system and what I'd love to see in KSP2. Currently, experiments give you science points. Some missions or achievements also give you a small amount of points. You use these points to unlock nodes of a tech tree. Nodes give you parts. Upgrading the RD Building allows you to reach further in the tree. You may (according to your career settings) need money to unlock each different parts. What I like about it. It's a familiar concept in games. It's easy to understand. Fancy parts are harder to get. What I dislike about it. All the experiments are equivalent (1). It encourages grinding science (2). Experiments aren't connected to unlocked technologies (3). (1) Science points are science points, no matter where they come from. (2) I feel like it's a lot of "go that high, go that far, bring thermometer, barometer, goo, come back" (3) I know the temperature of the North Pole of the Mun, my scientists can finally develop supersonic air intakes ! A system that I think would be interesting (I will most likely purchase KSP2 in any case but hey, my pride would be infinite if I can contribute) would be to..... Have missions to unlock technologies or parts. Yeah, revolutionary idea, right ? For instance, launching the first uncontrolled rocket "that high" would unlock basic control. Then the first suborbital flight unlocks higher vacuum ISP engines. The first orbit unlocks basic RCS, while the first rendezvous unlocks docking ports. And so on. You get the idea. EDIT : I think I got misunderstood at some point. I didn't mean that the "missions" or "milestones" would come one after the other in a predetermined sequence. You could have a tree as well. And chose how you want to progress through that tree. My point is just that instead of having science point requirement to unlock technologies or parts, you'd have to do specific stuff, or go to specific places. But not in a specific order. /EDIT Why do I think it would make sense ? Well, right now, you can basically have almost everything unlocked before you send your first interplanetary craft. Not so challenging. So it would be more.... less..... well, I don't know. It just doesn't feel right. But moreover, and especially with colonies and interstellar flight, it makes even more sense. Because... imagine making your first colony and.... you already have unlocked fancy habitat techs. Nah.... The first offworld colony must be a dusty sh*thole. Barely habitable. But from that experience your scientists would learn sustainability. And so on. That being said, a science point system can still be useful to either upgrade parts (cheaper, lighter, harder, whatever-er) or to unlock some better technologies. Like the first Orbit unlocks small RCS. Science points unlocks bigger RCS blocks or increase the ISP, or allows for LFO, ion or other kind of technologies. You've read so far. I'm flattered. What do you think about it ?
  17. NO MORE SCIENCE! Here's my first mod. It introduces a new strategy that exchanges Funds for Science points. I made it because KerboKatz is not updated anymore and I think it was a great mod that changed the way I play career mode. WHAT IT DOES: You don't have to do science experiments anymore. Just keep hoarding money from contracts and when you're ready to unlock a new tech tree node just buy some science with cold hard cash. The exchange ratio is 1000 : 1. Here's the Google Drive link (because I've been waiting for the last 6h for SpaceDock to send me the confirmation email!): [Download link snipped by moderator, pending posting of source code; see note below] All you have to do is put the 'SciencelessCareer' folder into your GameData folder. Screenie: NOTE: It depends on your playstyle and how you want to use it but I recommend trying it with minimal science rewards. License: CC BY-SA 4.0
  18. 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 Development considered completed, this mod will not receive new parts. Licence : Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) Changelog : Graphic Patch made by @DiscoSlelge Tweakscale Compatibility patch made by @hraban Translations : English / French
  19. Europa Explorer is a project I have been working on to create a game inspired by real world science. You drive a robotic probe exploring the ocean on the moon Europa. You can download the alpha build from www.EuropaExplorerGame.com or Itch. This is a solo dev project by myself, so it is self promotion, but not for profit, so hopefully this post is within the forum rules. I have been doing bi-weekly video updates on my progress. If you want more info. Alpha 1 Update - Tools Alpha 2 Update - Systems Alpha 3 Update - World
  20. Intro: So hear me out. The best way to get people back in the game is to make something new. Although I'm loving that they are making mods like infernal robotics a supported function of the game, it doesn't change the fact that a lot of us have been using those features for years. Same with the deployable experiments. everything added since the late stages of early access have been mods with the exception of their first dlc (which felt more like a groundwork than an actual feature in my book). With that said, there is one area of the content market that hasn't been touched, career mode and science mode. Besides for the rearrangement of the tec tree and the addition of a few new missions here and there, not much has changed. I've also thought the way these features have been implemented seemed a little shallow. What I want to suggest is a new overhaul for these two modes. The first part of this is looking at how it works in the real world. Science: (Continuing the comment the next day. Thought I would post it up here to avoid confusion) Problems with science: In real life, there isn't the direct correlation seen in ksp between science as we see it in the game and the advancements made in technology. The relationship in real life is 90% of the time closer to finding new problems we have to solve. This is never a problem in ksp because we are given all the information about all the star, all the planets and everything in between. what is the point of bringing a barometer to a planet where you already know everything about its atmosphere? In the real world, we had tests to see if space was a vacuum, we had to run many tests to see if we could pressurize a capsule, and we had little idea about any of the stuff we know until we sent something there to test it (Think about our recent visit of Pluto). Problems with technological advancements: The other problem with how career mode/science mode was made was almost systemic. I feel like what was implemented wasn't there original gameplan. I've come to this conclusion because of how little their parts actually fit into the tec tree idea they have implemented. The tec in the game was not designed to go into a tec tree. For the most part, the "tec level" is based on the size of a part and not actually how much knowledge was needed to build it. What I want to see is the implementation of iterative designs. My solution: Basically, you start out with a lot of junk parts. These parts look bad, don't work well, probably fail in environments outside of Kerbin sea level, and for good measure, have a base fail chance. Along with taking missions to study your solar system (of which you know nothing about), you would also take missions from your science team to help them improve your parts. unlike the test missions given off now. These missions would give you credits towards upgrading our parts. Along with these missions to give you credits. there would be general things like allowing engines to work in a vacuum, water, restart, throttle, etc. (All things we had to learn, and are still learning, in the field). This science would be collected by doing things like the barometric test and temperature tests we see in KSP today. A good way to think of this is the first capsule ou send to space should always be empty. It needs to be tested first. Without things like this, this game is missing out on some of the best parts of our job in exploring the world and beyond! Career: Problems with Career & the suggested improvements: The main problem with the career is how lightweight it really is. There is very little to it, and it's hard to actually mess up. This is fine for some, but I think a lot of us were originally hoping for a bit more. A lot of what makes career modes great is the management. You need to be able to see your expenses and take risks. Squad tried to implement this before launch with that one building no one ever clicks on but it really doesn't work that well. a career mode should revolve around time and funds managment. You should see how much it costs to maintain a team of engineers as well as how long it takes to build a rocket. An alarm clock and construction time should be implemented. You should be able to speed up the construction of a craft with part failure chance going up. you should be able to fire staff to lower your costs and hire them as needed. There should be a monthly/yearly expense report. These features would go a long way to making career mode a better mode. A few more ideas would be including things like kerbal konstructs, allowing you to spend money to build more launch pads as well as just more infrastructure. I don't like that particular mod too much because of how messy it looks but a lighter version of it could go a long way. The main point I would say is to look at a game like X-COM. It has a solid management system that would work beautifully in a game like KSP. even the kerbal upgrade sstem could be improved along the same lines.
  21. In order to make science less unrealistic and more challenging, I present to you the Science Elaboration System (original discussion thread here). This mod aims to make the road from experiment to parts more challenging, adding gameplay, without making things too grindy. A chart comparing the current science system to the Science Elaboration System (C)(TM)(SCIENCE!) Overview Planned features (subject to change): Multiple science types (at least one for every major category like aero, engines, science, structural, etc) Technology nodes and building upgrades need one or more of these science types to unlock (cost tweakable in settings) Science can be made by processing data in science labs (processing is slow and can be sped up by using high-tech labs or multiple cheaper labs) Processed science has to be transmitted or transported to the R&D lab (much like the current system but with more shiny buttons to press) Data is gained by science instruments, science multipliers are now data multipliers Lab efficiency: higher-tier labs need less data per science and work faster, but require far more power Lab bonus efficiency: research lab location (atmospheric planet or not, orbiting or not, etc) affects science production, relevant science types will get a production bonus or penalty Fast labs and large setups require serious power supplies (more than a single solar panel), perhaps detect mods like Near Future Electrical/Solar and Interstellar and adjust requirements Entry-level research lab with terrible efficiency. Support for science mods if feasible, include default configuration file Lots of options to disable or tweak parts you don't like Things I'd like your opinion on and may or may not be included (you can consider these more like statements rather than planned features, please react!): Data decays over time unless stored in a powered lab Data is a resource and can not be transmitted, but it can be moved in the way traditional science can (this requires you to bring a mobile research lab or a return rocket and will probably make things a lot harder, but maybe too hard. Maybe a inefficient autonomous lab is an idea?) Higher tier science types require lower tier science types as an ingredient Whatever feasible features you can come up with! Meta-research: faster and more efficient research for unlocked science labs Metadata: gain bonus data (unlock with research and strategies) NYFAQTWPBAFIIDNITN (Not Yet Frequently Asked Questions That Would Probably Be Asked Frequently If I Did Not Include This NYFAQTWPBAFIIDNITN) Q: Why is this WIP? A: This is the first major mod I'm making, and I need to figure out the Unity and KSP API, learn C# (I'm already familiar with C and have recompiled mods in the past), and likely reverse engineer other projects before I can start making my own stuff. As I am a physics university student, I barely have spare time, so this will take a while. Please do not expect (rapid) development. I am also still thinking about what I would like this mod to become and how that fits with your expectations. Q: Why do you want me to give you opinions? A: I value your input! You might see things from different perspectives and allow this mod to become better than the Science Elaboration System mod in the parallel universe where I didn't want your opinions! Q: Where will you be pushing code 'n stuff to? A: To this repo: https://github.com/asdfCYBER/Science-Elaboration-System. I tend to delay commits a lot though, so don't worry if there hasn't been a commit in a month. Q: Roadmap? A: https://github.com/asdfCYBER/Science-Elaboration-System/projects/1 Q: NOOOO DONT IMPLUMENT DIS STUPID FEETURE!!!(one)(eleven) A: ...that's not a question. I can't please everyone but I will try to add configuration settings so you can play the way you like. Downloads Heh, you can put a reminder on your calendar for next year or something.
  22. Hello modders, I'd like to make a request for different types of science, because the current system is far too simple to my liking. What I would like is that science which is gained in a certain way can only be used to unlock items related to that category. For example, experiments that are run on the ground would give you ground-science that could be used to unlock wheels, landing gear and structural components; experiments in the air would give aerodynamics-science for wings, mk1/2/3 things and air-breathing engines, etc (and combinations of the above of course). Another option is that different biomes give different kinds of science, or that crafts with different components multiply science gained in different categories, or really anything that makes exploration a necessity and makes science more interesting. Disclaimer: this idea is largely inspired by Factorio with their different science packs that are used for different technologies, but without the whole logistics and with more physics. Edit: the way Astroneer handles science is also quite interesting, where you have to find artifacts, pick them up, and put them in a research chamber that needs power. I don't really see this working in ksp however.
  23. Hey y'all! This is going to be "soft-stock" (lightly modded, stockalike only) Science Mode playthrough. Basically this will be my new save for 1.7 Mods are (links coming eventually, but maybe not) : VISUAL Scatterer E.V.E. (SVE, Pood's OPM Visual Overhaul, etc coming at some point when I'm not dead tired from travelling) PARTS Airplane+ Stockalike Station Parts Kerbal Planetary Base PLANETS Outer Planets Kopernicus (obviously) More planets liable to spawn at any time. Outer Planets liable to disappear on updating the universe. UTILITY KER tbh I really like the new stock dV interface. KER might come later if needed though KAC Craft Manager And that's it! Liable to change at any time Well then. Let's go.
  24. Background: There is photographic evidence of life in the deep oceans of Laythe. Kerbal scientists want more conclusive evidence. Funds are short, so private contractors are asked to bid for the chance to change the way Kerbals see their place in the universe. Build a lowest cost mission to Laythe, from KSC launch pad, to the DeGrasse Sea biome, do a Mystery Goo experiment, and bring the science back to Kerbin. The twist is: The Mystery Goo experiment must be done on the DeGrasse Sea floor. Rules: Stock parts (including Making History) only, no mods that change game and parts physics, - exclude command chairs (we don't want Kerbonauts going puff in the upper atmosphere), All other flight and aesthetics mods OK (except of course, NO Hyperedit, config file editing, etc). Please check with this forum thread all mods you intend to use, and list them all when submitting. The mission includes two Kerbonauts. At least one Kerbal needs to land on the surface of Laythe. It is optional whether the Kerbal goes to the ocean floor. Both Kerbonauts must return alive to the surface of Kerbin. No formation hang gliding. Spend the Kredits to include a chute, and land your Kerbals safely. No clipping of parts in a way that will change the physics / aerodynamics of the craft. Minor clipping (e.g. into fairings) is OK. Players may turn pressure limits off to avoid the Mystery Goo experiment exploding at depth. ISRU is allowed anywhere, but not on Kerbin. Craft must be fully fuelled for launch in the VAB/SPH Leaderboard will be in order of cost of craft in the VAB at launch (with and without recovery of craft) Leaderboard 1: no recovery @jinnantonix 32,985 funds. Video Craft ISRU equipped, staged spaceplane with dolphin-diving Laythe landing jet. @dnbattley 33,059 funds. Album Craft Cheapo Laythe Rocket (CLR) Mk 15 a.k.a. "The Pleasuredome". A non ISRU non-recoverable craft. Some very clever minimalist techniques are used. Congratulations on being the first on Leaderboard 1. Leaderboard 2: with recovery (cost in the VAB/SPH minus 90% depreciated recovery cost + cost of any components expended during the mission). @jinnantonix 52,865 funds. Album Craft. Low cost SSTO. Fully recoverable including the science experiment and attachments. @farmerben 90,650.26 funds. Posted here. Impressively big SSTO seaplane with ISRU, which can land and take off from the sea. Used RTGs to sink the goo to the sea floor. Rogues Gallery: For entries that don't quite meet the rules or objectives of the challenge, but want to submit anyway @bayesian_acolyte 26,593 funds. Album Craft file. Sandbox mode. Amazing SSTO which uses a lot of clipping to reduce aerodynamics “including overlapping NERV and Whiplash engines, a weird fairing, 4 fuel tanks on top of each other, and a few other instances”. Super clever minimalist design, showing the benefits of ISRU and spaceplane components for this challenge. Does not meet clipping requirements. If legal would have been a contender for winner in Leaderboard 2. .
  25. The goal of this challenge: Earn enough science to research every technology in as few launches as possible. Participants should create a new science mode game on normal difficulty, or a normal base difficulty with the Comm Network turned off or modified. Weight limit: All launches must be below 250 tons. Tie breaker: Total science gathered is the tie breaker if multiple submissions use the same number of launches. All science around one pod: At the start of each launch, designate a main command pod (or probe core if unmanned). All science gathering activities (experiments run, samples gathered, etc.) for that launch need to happen in the exact same biome as that main pod. For the purpose of this challenge, the launch pad and other KSC buildings are not the same biome, nor is being in a different vertical area of the same nominal biome (i.e no science when landed on the Greater Flats if your main pod is in low orbit above the Greater Flats). The only exception is that doing an EVA report above the surface (by jumping etc.) in the immediate vicinity of a landed command pod is permitted. Command seats are not command pods for the purpose of this challenge. No clipping (mostly): Only clipping of structural parts, wings, and heat shields is allowed. Clipping of anything else is not permitted, except in very minor circumstances such as ~5% of a part overlapping with another. What's a launch? A launch is any time something is put on the runway or launch pad (and isn't reverted). Even if it doesn't leave the ground, it's still a launch. Assembling a ship in orbit from multiple launches counts as multiple launches. Banned parts: No ISRU (drills/refiners) - Obtaining pretty much all the science in the game is possible with a single ISRU launch, which would be quite tedious. No Mobile Processing Lab - Unlimited science breaks this challenge. No Ion Propulsion - Their crazy DV can be a big advantage in a weight and launch limited challenge, and I don't want anyone feeling like they are missing out if they don't wish to endure ultra long burn times. No EVA pushing: Eva pushing is not allowed. Mods: Using any non-stock parts, changing parts, changing physics, or anything similar is not permitted. Informational mods, piloting mods, and automatic science mods are fine, as long as they aren't allowing you to accomplish something that wouldn't normally be possible. Showing biome locations using the debug menu is allowed. Submission guidelines: Challengees should submit screenshots or video showing the vessels used for each launch, the exact science obtained when the launch mission is complete, and a brief summary of where most of the science was obtained. More detailed information such as craft files and mission reports are encouraged but not mandatory. Happy sciencing! Leaderboard: 1. 2 launches, 19317.6 science - bayesian_acolyte
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