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  1. So basicly I know how to basicly code in Lua and Java. But thats it. I would love to learn more but it's kinda hard. Well anyways that's why I can't code a mod myself. I had the idea of revolutionizing science. So heres my Idea, step by step, I hope that some mod developer picks up my Idea and creates such mod So there would be different kinds of science. For example Atmospheric(maybe also specificly for different things in the atmosphere like Oxygen and Hydron or other stuff), Ground(Again, maybe different materials and even mod support, so for example Karbonite), Space, Magnetosphere, etc. Then you would need to completely remove the tech tree(you could also just integrate it into the tech tree but that wouldn't work as good maybe) and add a Menu where you have all Parts but split up into categories kinda like the current tech tree: Small SRB's, Small Science(Maybe more creative names), etc. and you need to unlock the group first. Then you can simply unlock these parts in the group. Now, to unlock different parts you need the different types of science. For example if you have a mod where you can freeze kerbals or store hydrogen into tanks which need to be cooled(yes, thats a refference), then you need "Freeze Science" or maybe "Cold Science" and you can only get it from cold places. On the cold poles on kerbin for example you only get smaller amounts not suitable for unlocking big things. But when you go to Eeloo, then you get waaaaaay more cold science because eeloo is freezingly cold. Then if you want to unlock a Hydrogen Tank with a cooling system integrated, you need to have, I don't know, maybe 200 Cold science, 100 Hydrogen Science and Some "Basic Science" which you can find everywhere. This basic science is something you also get. Its for stuff like the hull of the tank. Maybe if thats not fitting my idea, you could also just make a material science or even especially metal science. Now you would also need a ton of new science equipment. Liquid analyser for liquid science, Atmospheric Data for Hydrogen, Oxygen and maybe even Nitrogen, if necessary, A Telescope for Visual Science an so on. So yeah, that was swirling around in my head for ages and now I have finally signed up and posted my idea. I hope you like it. Have a nice day EDIT: I would design this mod kind of like the Interstellar mod with the reactors and warp drives etc. It looks really cool in my opinion.
  2. If you have room on your spacecraft, put some docking ports and attach satellites to the dockingports and when your in space you can detach them in Kerbin orbit, Mun orbit, and so on.
  3. So I just completed my biggest mission yet in career mode. I have a science lab connected to a mk1-2 command pod on the top, with a service bay containing all my science, and a heat shield on the bottom. I was dumb and I did not test the re-entry on it before the mission. I quick saved before re-entry, figuring if it blows up I could try it again until I get it right. The big mistake was not putting a reaction wheel or RCS on it as I was trying to reduce weight, once it gets to around 22-23km it loses control flips around and explodes. Any advice for getting this thing back down safely?
  4. Cant figure which mod is causing this one. I think that I know what is provoking the science experiments not to work, or option to do science to not appear (when right click on a science experiment, capsule, or anything science related). So I think that one of the mods is causing science parts to duplicate an infinite amount of times... I checked in the science tree and noticed that every selection that had a science part in it, had it copied a lot of times in the little window that shows what parts will the node unlock. I dont know which mod is doing this... someone please help Here are the mods that I'm currently using: KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Chatterer - 0.9.90.1289 Color Coded Canisters - 1.5 Community Resource Pack - 0.5.4 DMagic Orbital Science - 1.3.0.2 Kerbal Attachment System - 0.5.9 Kerbal Joint Reinforcement - 3.1.7 Kerbal Inventory System - 1.2.12 KSP-AVC Plugin - 1.1.6.1 Modular Rocket Systems - 1.12.7 SCANsat - 1.1.6.2 NearFutureSolar - 0.6.2 QuickScroll - 1.3.2 RealPlume - Stock - 0.10.7 RemoteTech - 1.7 SCANsat - 1.1.6.3 StageRecovery - 1.6.4 TarsierSpaceTechnology - 6.3 TAC Life Support - 0.12.1
  5. Hey, guys, quick one... The User Interface that appears after completing an experiment (Such as a Crew Report, an EVA Report, a Materials Bay, etc.,) can we get the ability to move that window back? As of right now, it can't be moved, and it pops up right in the middle of the screen, which is a horrible place for it, especially if you're having to manually rapid-fire a bunch of experiments. Also, I second the previous motion to get a "Close" [X] on the window.
  6. Hi This mod was create because ever game I end up in a situation I would like to deorbit a small drop container with some science. DOWNLOAD: http://spacedock.info/mod/797/ScienceContainers
  7. Hello everyone, I am trying to find out when and how often mars-->jupiter-->saturn windows happen. However, I seem to be unable to find a site allowing me to see when mars--jupiter or jupiter-->saturn windows occur. I searched, but only got kerbol system calculators. I'm gonna use it outside KSP, so 'use KAC' is a really annoying answer which I keep finding. Does anyone know a site where I could find them? Edit: also nice would be the time between to windows or how to calculate that Edit2: Thanks to wikipedia, a friend of mine and excel, I found everything I needed! I can conclude that a window for a transfer mars-->jupiter-->saturn will occur every 102,... years. My physics teacher will be proud, and that guy who did an orbital mechanics project of 12 weeks finding the deltaV for a normal mars--> saturn transfer will envy me! Thanks in advance!
  8. This code is for Solar Science, which as of now doesn't actually do science because it refuses to run the experiment. Instead of calling ModuleScienceExperiment, my parts call this instead. It functioned properly in at least .24 through at least 1.0, but now simply fails. Asked for help from #kspmodders IRC and all we determined is that "public new void" should work just fine. Also determined that public new void DeployExperiment() and public new void DeployAction(KSPActionParam p) weren't firing. //Make sure we're using all available stuff using System; using UnityEngine; namespace PraiseTheSun { //Inherit ModuleScienceExperiment stuff public class SolarExperiment : ModuleScienceExperiment{ // Check if you're around the Sun and height from the surface, and if false post the message public bool checkBody() { if (vessel.mainBody.name == "Sun" && vessel.mainBody.GetAltitude(vessel.CoM) <= 10000000000d) return true; ScreenMessages.PostScreenMessage("This experiment only operates closely around Kerbol (the Sun) !", 2, ScreenMessageStyle.UPPER_CENTER); return false; } // If deploying an Experiment, check the boolean and act accordingly public new void DeployExperiment() { if (checkBody()) base.DeployExperiment(); } // If doing an action, check the boolean and act accordingly public new void DeployAction(KSPActionParam p) { if (checkBody()) base.DeployAction(p); } } } Anybody have any ideas? SOLVED: Silly me, I forgot to use .NET 3.5. Still haven't understood why the previous script (which was built using 3.5) stopped working as it was the exact same code, however I'm not going to look a gift horse in the mouth. Thank you everybody!
  9. Curiosity killed the kerbal. And I'm curious about how many mods most people are using and load times they get out of them. So... Please post in this format: 1. # of mods in use. 2. approximate time it takes to load the starting screen. 3. approximate time it takes for a scene change (from space center to the VAB, for example.) Here's mine: 1. 67 mods 2. 26 seconds to start screen 3. 5 seconds from spacecenter to VAB My gamedata folder is only 500 mb most of my mods are small contract packs and whatnot. I love them all more than is natural for a man to love a mod and I can't function without them.
  10. I have conducted an experiment on the effects of physical time warping on take off. here are the details. CONSTANTS- same spacecraft used throughout, same mass(3.515t), SAS enabled before launch, Time Warp enabled before launch, Same pilot used.(Richwig Kerman) Control (no time warp) Max Altitude Max Speed TEST 1- 9,946 m 342 m/s TEST 2- 9,945 m 342 m/s TEST 3- 9,945 m 342 m/s Warp x2 ------------------------------------------------------------- TEST 1- 9,943 m 342 m/s TEST 2- 9,942 m 342 m/s TEST 3- 9,942 m 342 m/s Warp x3 ------------------------------------------------------------- TEST 1- 9,938 m 343 m/s TEST 2- 9,938 m 343 m/s TEST 3- 9,938 m 343 m/s Warp x4 ------------------------------------------------------------- TEST 1- 9,936 m 343 m/s TEST 2- 9,934 m 343 m/s TEST 3- 9,936 m 343 m/s OOHHHH K, *smacks lips* There is roughly a 10 metre decay between the no time warp test and the 4x time warp test (Take into account the mass of the vessel,3.515t,), and minimal speed change, how ever, this was conducted with a relatively light craft. I plan on do more test with heavier vessels. Although I would not be surprised if someone else has already tested this, but it was a fun experience to do so myself. I would like to test more questions If anyone has any. And good luck Kerbalnauts .
  11. I was thinking recently if certain animals (Bottlenose Dolphins, Elephants, Crows) try to think of an explanation for their existence (religion), or not. Please give your own feedback about what you think.
  12. When doing the gravity scan in space near Duna the flavor text says gravity is lowest at the bottom of the canyon - but we all know gravity is stronger the closer you get to the center of mass! So the surface gravity would be highest in the canyon floor. Nice to be able to feel sanctimonious about something today...
  13. 287 hours into Kerbal Space Program and I'm doing my 3rd ever satellite mission, this one in a solar orbit. I see it requires a "materials bay" (word for word), so that's a service bay right? After all, it's the only bay in the game, that you put materials in. What else would it be? There is no part called a "materials bay". I almost complete mission, all the way in a solar orbit but "have materials bay on satellite" is not ticked. What the heck? This sucks, so I revert to assembly, and think "does it mean the 2.5meter service bay? I'm not taking the risk of wasting my time again so I google it. That's when I see, by the "materials bay", they mean the Science Jr. It's an easy mistake to make, too easy. Even 300 hours in I made it. I'm not the only one either: http://forum.kerbalspaceprogram.com/index.php?/topic/95693-where-do-i-find-a-quotmaterials-bayquot/ https://steamcommunity.com/app/220200/discussions/0/627457521160596676/ https://steamcommunity.com/app/220200/discussions/0/618458030684292882/ All I am suggesting is that one of two very small, very minor, very easy changes be made. Both would solve a lot of confusion. Either add "Materials Bay" to the [SC-9001 Science Jr] name, for example, [SC-9001 Science Jr. Materials Bay], or alternatively, change each and every instance of "Materials Bay" in contracts to the proper name of the part, the [SC-9001 Science Jr]. I think this change is a no brainer. Happy rocketeering everyone!
  14. Hello Kerbonauts, When Pathfinder was developed in the they had a still frame camera and scientific instruments from 1996. When Spirit and Opportunity developed they had scientific instruments from 2003. When Curiosity was developed they had scientific instruments from 2012. Get the point? Scientific instruments should progress, and should all parts, but that thread already exists. Should instruments be develover time? Any suggestions would be appreciated. And remember, as Steve Harvey says, always obey your moral barometer. -aperture science employee
  15. Well, after following the tips dear ksp players told me in the "what do i do after mun landing?", i went to get an orbit to Minmus. Bit of a hassle getting the intersect, but i managed it. Now, after coming back safely(with 1400 delta-v before entering atmo), i got myself to 700 science!, Now, that is a lot for me, and i don't know what to spend it on. I've went for science tech part to get new stuff there, but still haven't got the gravity measurement thingy. All of my available upgrades are between 90-550 science in cost(550 being the rocket engines, and 90 being propulsion). I haven't gone as deep to ssto tech as much as science, and not much either to electricity(got only the first available solar panels). Now, what to go for next? is it the ultra-nuclear-radioactive-highlyoverheatingTM engine? Or some science tech?
  16. Greetings fellow space nerds! Since early alpha I've been an enthusiastic player of KSP. The game has thought me alot about the mechanics of spaceflight and motivated me to study the history of spaceflight. When career mode was added, at first I was quite exited about the prospect of playing the game like a real space program manager. However, I find myself exclusively playing sandbox mode these days again because I keep getting frustrated with the way career mode functions in KSP. Being the stickler for historical accuracy and realism that I am, I always found it rather odd that the KSP career begins with a manned mission. unmanned probes only come into the game after some research. While in reality of course, every destination in space has always first been visited by unmanned robotic probes, paving the way for manned exploration. Also, the fact that one needs to gather "science" by measuring the properties of the different regions of space and celestial bodies in order to develop rocket parts seems a bit absurt. One does not learn about the mechanics of liquid rocket engine turbo pumps by studying the craters of the moon. In the real world, knowledge about rocketry is gained by spending money on testing parts on the ground, and by flying (and occasionally blowing up) equipment. So, I've been finding myself RP-ing a career in sandbox mode. Would it not however be swell if we could imagine a more realistic career progression and mechanic then is currently implemented in the game? Mods like Better then starting manned partially tackle the issue, but technological progression is still based on "science" gained form studying space in stead of spending money on R&D. And yes, I know this is a game about little green men riding insane rockets into space, and less about an accurate representation of historical spaceflight. But hey, speculating about the mechanics of a game never hurts. What are everyone's thoughts?
  17. I've landed successfully on both Mun and Minmus. Yay! Now, I want to get as much science as possible from the different surface biomes. What's the most efficient way? I could create a lander with a big gas tank that could "hop" from the first biome to a second and maybe even a third, letting me get 2 or 3 biomes per round trip. I could attempt an Apollo style orbiter / lander separation, and dock with the orbiter between each surface expedition. I could make a rover and, with luck, drive to 1 or 2 nearby biomes. Or I could skip all that and just head to Duna. What's the best way to progress in career mode? In particular, I think I'd measure efficiency in science per hour of play time. But am also interested in science per kerbin dollar.
  18. Background: I am looking to come back fresh to 1.1 having played some 1.0.5 and I think I want to start a new game with all the things that I have learnt rather than try to move my 1.0.5 game with all its orbiting debris to 1.1. However, I do not find the initial phase interesting (e.g. fly a Command Pod + Parachute + Flea + Goo to the shore, collect science. Now repeat for grassland, ocean, highlands, etc, now repeat that all for temperature scans once that is unlocked). Then flying to the Badlands is just plain dull. Question: Is there a way to "cheat" all science experiments from Kerbin biomes? Similarly, once I have landed on Mun/Minmus a few times is there a way to cheat the remaining biomes? I am aware of the Starting Science option when starting a new game, but then I can get all the science twice (once from starting science and once from actually doing the experiments). So an alternative would just to mark those experiments as done, and add the start with a big bunch of science. Or I am open to other suggestions...
  19. Does is any cartoon, book or media that turn you interest in science. In my case it was "Poysłowy Dobromir" http://tvtropes.org/pmwiki/pmwiki.php/Animation/PomyslowyDobromir It's old cartoon from communist Poland, about inquisitive boy who inventing various things, see for yourself, it not used spoken language so anybody can understand it
  20. As the topic says, what are some good scifi films which are unheard of and are semi realistic? Like Gravity for example (but it is not unheard, it is famous) For me, I will recommend Europa Report.
  21. Hey guys I was wondering, using few of the parts which I guess usually exist in reality, we can make so many advanced methods and spacecrafts to reach as far as Eeloo in this game. So this got me thinking, suppose we move factors such as economy, propaganda, sjw, politics, division, aside; can we replicate these practicals in real life? Using today's tech, or a bit more research and improvements later? Reach as far as Pluto (manned) easily? First of all, its obvious that I'm only talking about the stock game, not mods. And it is really idiotic to compare a game and real life, i know all the math, but still, I just wanted to know. Don't be harsh on this *Silently waits for badass @Nibb31 and his words*
  22. Many, many times when reading a science report from a part or Kerbal, all you will get is "You observe the X", or "You've recorded your observations about the situation". These science readouts are irritating, as they give no information on the subject matter and become repetitive. I don't feel that it would be that hard to simply add new ones for those situations, and it would make some readouts more fun to get. What do you think?
  23. Forgive me if this has been discussed before, but I'm not finding anything. I don't do a lot with science in the game. I mostly either play sandbox or use mods like Career Manager to get around the tech tree (so I can play a sandbox game with kerbonaut advancement). The reason for this is I don't care much for the stock science system. The whole "conduct experiment - get science" is a bit dry to me. IRL, science experiments take time to run, and in some cases, the longer they run, the more fruitful the returns. Which brings me to my point. What I propose is a mod that allows science instruments to continually gather data. The idea is that you would get an initial lump sum of science when you first activate the instrument in a given situation (a given biome or orbit), similar to how the game works now with NMSG installed. After that, the instrument would continue to gather data as long as it is active and remains within that biome. This data would be small, something like .1sci/hr (just a figure out of the blue), and would only accumulate while the instrument is in the same situation. If the situation changes, the data is corrupted and lost. This would make long-term bases and stations/satellites have more reason. Some instruments, like the barometer and thermometer would allow their data to be transmitted (unmanned satellites or research outposts). Others, like material studies and goo-pods would need kerbal interaction to retrieve and reset the data periodically (either sending a manned mission to the satellite/outpost or having at least one semi-permanent resident scientist at the station/outpost). I know mods like DMagic Orbital Science and Station Science add some similar concepts, but not the same. They also, as the names suggest, deal mainly with orbital science, and I'm looking for reasons for ground bases, beyond resource development. Does this sound like an interesting idea? Is it interesting enough that someone has already done it and I'm just not finding it How hard would it be to create this? I'm not a modder in ksp, but I have modded other games, and contrary to popular belief, I'm not that stupid I tried looking through some of the modding information here on the forums, but much of it is out-of-date and it's difficult (at least on a phone - the computer is unavailable till this weekend) to figure out what will be useful and pertinent and what is a waste of time.
  24. basicly, this challenge is where you try to do incredible things, with limited parts. (the kerbals were to lazy to do much science to unlock parts.) you need to start a new science mode game. you can edit your save file to get as much science as you need then unlock some parts with as little science as possible, get into orbit, go to the mun, or another planet the less science used unlocking parts to build a rocket (or space plane) get to orbit, mun,or another planet, the better rules: No cheats (alt + f12 or hyperedit) stock parts only have fun no (part-adding) mods scoring: amount of science used to get to orbit, mun, or another planet, the less science used, the better (These are examples) to another planet 1.) 846 science 2.) 1,034 science 3.) 1,398 science (These are examples) to the mun 1.) 568 science 2.) ect. 3.) ect. (These are examples) to orbit 1.) ect. 2.) ect 3.) ect scoreboard: planet 1.) 2.) 3.) mun 1.) 2.) 3.) orbit 1.) 2.) 3.)
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